@Blue_Blur: Hey, I've tried most of your levels, and I really enjoyed them.
Your ealier ones were a little bit meh visually, and maybe a little short or easy sometimes. But then I saw some that I really liked a lot:
Luigi's mansion 3. This one might have been a bit light visually, but mechanically, it was really cool. enjoyable all run long with good pacing. Really well built.
Marth's level (can't remember the full name, WiiU's out of reach): this one looked really good and was preatty fun. It's too bad it was so short. I would have liked it a bit longer. It was fun anyway.
Hurry! Catch the feather! was really fun. You should expand on this idea in a level with a few challenges of this kind. Something like 3 or 5 screens with reset doors for each challenge. It would be pretty nice.
No Sympathy from this level Ike! was a good take on the castle levels. Well thought, well built, with good pacing in terms of difficulty. It was also pretty nice to look at.
Goomba guards was very pleasant. I took it as a nice little trip, and the level is pretty nice. Aesthetics are important for easier levels, and yeah, this one totally works.
Shyguy Falls: this one has awesome theming. It is really beautiful and using the blue sky to suggest waterfalls from the platforms is genius. It really gave that SMB2 feel with SMB mechanics in a seemless mix. Fantastic. I love a beautiful and inspired level and this one delivered.
Full Steam Ahead, both of them. Awesome too. I'm a big fan of Spirit Tracks and these levels really nail it. A little touch of theming I really liked in the second is the vine on the grate
Congrats, some really nice and fun stuff in there.
@devinseventy8: You are welcome. You can try my levels by using the link below. I really don't know which of my levels I should propose. A few levels are just concepts I tried to see how people are working with it. However, I would be glad if you could test my ghost houses
@DanoLefourbe: Wow, thanks for playing so many of my levels!
I do tend to make my levels on the short and easy side... I'm planning on making some harder ones though! Shy Guy Falls is by far my favorite level that I have created; I love the theme and the platforming, too! Next time I play the game I'll be sure to play some of your levels in return. Thanks for the honest feedback; it's very useful so I know what to fix for my future levels. I'm glad you enjoyed them, and thanks again for taking time to play them all!
@OorWullie: Here's everything I loved in this level:
Visually stunning. No kidding: this is one of the most beautiful levels I've seen in the game.
great theming (overall): The atmosphere is fantastic expect a few points (more on that later). The tombs,the walls, the vines, the platforms, everything is on point visually
Great design: The puzzle with the P-block is very satisfying and the backtracking isn't frustrating thanks to the treadmills.
Here are the few points that don't work so great: (Be careful, spoilers for those who still didn't play it)
The beginning is too long. I know it's intentional, but it doesn't make it good. People WILL regularly quit your level because once they've seen it, they don't want to take that walk again before they get to the main course. The idea of the descent should be presented faster. Place the first few buildings (again, great theming here), and then a downward pipe. You want to theme it with the skulls? Easy: place the white skull platform at the bottom of the screen, place wooden bricks on top and on the side, so the player can't use it, and then the pipe above that. You want it more creepy? Put all of that inside a wooden shed next to your tall buildings.
Not giving instructions here, it's just my idea, you do as you wish. Your theming is good enough that you will find your solution, but the intro does need to be shortened, otherwise people won't even get from the nice part, to the great one.
the two boos above the falling platforms between the treadmills: if you don't know the level, you don't have time to react to it. You're already on the verge of jumping from the treadmills. I would place them higher, so they put pressure on the second part of the mills without hindering the entering player in an unfair fashion. or you could cut the first one. The player should expect the other one on his way back. And it doesn't have to be symetrical.
The sounds. Too many sounds. That's the one part of theming that doesn't work great. Two part are a bit problematic here:
1) the cries when you're jumping up, on your way to the part with the "ceiling boos". I don't get the meaning of these. It is stressful, but not in a creepy way, and I don't know what it is supposed to represent.
2) the heartbeat on the very next part. The threat isn't big enough to justify that. The player will go "what? that's it? meh" whereas that part is really good design. The sound just sends the wrong message here.
last problem is on the way back with the switch. At the very end of the treadmills, where you reach the two horizontal dry-bones releasing pipes . It is a a biiiig mess. Between the falling skeletons, the ones coming from the front, the treadmill, this part is really hectic, but again not in a good way, just in a messy way. You can't do a really clean jump here. You just go "fzgre,f,f,ezfoiz" until you reach the top of the pipes.
You know what's the worst part of it? I have no frakity fruitkakety clue how to fix it without breaking all that part, which is pretty great and should be salvaged. But I feel it does need to change. It is one one the very last trials of the run and it should be as clean and precise as possible. Your level deserves it.
@Mk_II: Both of your levels are really cool and well deisnged overall. The platforming is fun and fair and Skippery when wet is a well made and balanced underwater level, which is rare.
Here are the few - I would give each level:
Bowser's Big Revenge:
The hidden block for the flower during the battle against Bowser Jr can kill you. It blocked my jump, and then Jr hit me. I was super so it was ok, but if I had been it would have been a pretty unfair death.
Right at the end, if you chose the path without the star, you land right next to Bowser, get pushed, die. That's unfair, as you cannot see where you're landing and what threats there are.
A few offscreen thwomps. Never do that. That's Kaizo nonsense. We like to watch people suffer these kind of things, but almost nobody likes playing this kind of stuff. That will get you instant skips, and it's quite normal.
That level is only hard because of random deaths made prossible by a few poorly placed objects, which turn into unavoidable deathtraps. Aside from that, it is a medium-difficulty level. Make it hard if you want, but give the player a clear vision of what and where the threats are
Other than that, it's got very good design and platforming.
Slippery when wet is even better designed. You use the bloopers in a fair way and that's really great, because these ennemies are very hard to place correctly. I never used them for that reason, they're worse than hammer bros for that. So congrats.
One thing that rubbed me the wrong way were those invisible blocks. The one at the beginning is really a problem. You ask the player to go back all the way to the beginning, take the hit from the big chip-cheep (you can't dodge him, even crouched) to get ten coins? You should put an avoidable enemy and give at least a life, and an easy escape with a one-way block..
The other block is the one above the fireflower. That one may be OK, though.
it's a really simple level that works around a single challenge. Its difficulty relies in good timing and control of Mario. It's been some time since I wanted to use the feather, but in a way that it's impossible to break the level. This time it just helps you gain some control and find some little secrets.
btw I'll be playing some of your levels too!
P.S. Any feedback would be awesome.
P.S. 2 No, it's not an automatic level, I'd never do something like that.
After a wild night out at Daisy's Disco with Goomba Go-go Dancers and Bob-Omb Burlesque, Peach must stumble back to her castle. But oh, her head is spinning. Hope she can make it home safely! (Call a cab!)
It's less of a platforming level and more of an experience with some platforming. Super easy, takes about 20 seconds, but it's something I've been wanting to build it for awhile.
@DanoLefourbe: Thanks for playing and the feedback,very much appreciated.I think I spent so much time on it I've got used to the flaws.I should have saved it till next day and gone back to it with fresh eyes.
I was aware the last part could be dodgy but like you,struggle to think how I can solve it without messing that part up.The 2 boos,yep they can be dodgy,I've played the level so much I know when to jump to avoid them but it's a guarantee first time players will be hit by them unless they get lucky.I tried moving them higher but then they interfere with another part of the level.That bottom part was where I spent the most time,I changed what i wanted to do with it several times.It was always going to be based around treadmills but originally it was to be like a ghost train ride.I just couldn't pull it off so changed it into what it is now.As for the noises,yep I should remove the cries and heart beats,my thinking was the same as yours,it just sounds tacky.It was supposed to increase the tension but you're right,the threat isn't big enough to warrant it.The beginning part,I'm not really sure what to do there as it all measures up exactly the same as below,the pipe, width of the buildings and the spacing between them is all identical to what is below.I really wanted to showcase the church seeing as the level is based around it but you're right,it's too long and uneventful.I'll have a think today how I can make that part go quicker.Maybe if I make that part more of a challenge it won't seem as slow?
Again,thanks a lot,very pleasing to see you taking the time to write all that.
For the first part, yeah, making it a tiny bit more challenging could also be a good option. I didn't think of that, but it would surely help the level without compromising your idea
I made a new course. I've made Lemmy, Larry and Ludwig levels, so I made Wendy one. If you try it, please let me know what you consider the difficulty to be. It's hard to gauge when you are the one making the level.
Jr's Fortress: Overall, good stage. Some things I can say is a lot of the thwomps that come down are off screen at first, so you have no idea they are coming until you get hit. The part with the buzz saws and the moving platforms I found impossible to get through unless you have a power up and take a hit to get past it. The boss fight I think would have been better if you didn't have the option to just do a running duck-down dash on the blocks and skip him.
I finally have some time to comment on your review of my levels. Thanks again for the input.
Bomb-Omb Run was basically just a word of mouth level that caught on. Most people enjoy the fun and frantic pace and the challenge of having 1/2 the screen taken away. I feel that it was very unique and am happy with the level. I realize that it may not be for everybody.
Castle Crash - Your concerns are valid
Pipe Dream - Your run cannot get screwed up by missing with all 4 bombs in room 4. You can easily go back to room 3, and pick up one of the bombs that infinitely spawns and bring back to level 4 to blast the wall. The whole point of the level was to have identical rooms so that people had to figure out where to go. I have received a lot of positive feedback, but once again to each their own.
Ice Capade - There are 3 pipe rooms in the level. First pipe room has a power up hidden. 2nd pipe room has a mandatory P switch that you need to proceed forward. 3rd pipe room has another warp pipe that you need to go through to proceed also. I'm not sure what pipe room that you are talking about that is pointless.
Once again your other concerns I have noted and will review with more feedback from others. Thank you again for taking the time to review my levels. It is appreciated. I made another level that is more traditional that I think may be more up your alley. Nothing that special, but a decent level. It's called Tree Top Classic and I will post the code in a bit.
Rex, the whomp block can be seen when using the moving platform. The second one is delibritly hidden since it's nearly identical to the first. The buzz saw you're meant to jump over and land on the second platform. There are 4 ways to complete the boss, over with the propeller, use jr's ship, let him blast the door open, and a final one that's secret.
There's no right way to do it. I've died trying to go under before due to a pesky shell so it's not always going to be the easiest route.
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