Register - Login
Views: 87869426
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - JCS - Stats - Latest Posts - Color Chart - Smilies
12-17-17 12:51:06 AM

Jul - Gaming - Super Mario Maker New poll - New thread - New reply
Pages: 1 2 3 4 5 6 7 8 9Next newer thread | Next older thread
Delpolo
The local lurker.
Level: 54


Posts: 688/733
EXP: 1214989
For next: 18881

Since: 09-12-07


Since last post: 38 days
Last activity: 4 hours

Posted on 10-03-15 01:01:21 AM (last edited by Delpolo at 10-03-15 04:20:39 PM) Link | Quote
Oh hey, I finally got the game! If people compile all their levels in one place I'd be more than glad to play through 'em tomorrow and give feedback.




Airborne Aquarium
61BE-0000-0085-D4F0


Bowser has an aquarium in an airship, and you need to sneak through it! It’s the very first level I’ve made so it’s definitely missing polish and playtesting, but even if it’s a water level, I designed it to be fairly easy and placed plenty of mushrooms (so it’s probably possible to just use invincibility to pass each chamber’s mini-challenge). There are only three Bloopers, and I tested it to make sure that they don't appear until you reach the last chamber, so hopefully they aren't an issue.

The barely-hidden pipe to the side area leads to a short airship bonus section where you can get a fire flower (if an abundance of mushrooms isn’t enough), as well as a 1-up! You don’t skip over any parts of the main level if you take it though, but the extra firepower should be enough of an incentive anyways.

There are exactly 100 coins to be found in the level (assuming you get the maximum possible amount of coins from multi-coin blocks) as well as the bonus section’s 1-up, so if you reach the top of the flagpole – and it’s a water level so that’s not hard – then you can get three extra lives, which is perfect for those who find it through 100-Mario Challenge!



Also there's a glitch involving vines and brick blocks when small, so I deliberately included it such that you can skip the first half of the level with it (and also get two extra 1-ups) if you don't want to get the fire flower.
Delpolo
The local lurker.
Level: 54


Posts: 689/733
EXP: 1214989
For next: 18881

Since: 09-12-07


Since last post: 38 days
Last activity: 4 hours

Posted on 10-04-15 01:39:56 AM Link | Quote
Alright, I feel like there isn't enough feedback in this thread, and I don't really think people can directly learn from their own mistakes without other people explicitly giving feedback (and/or streaming the game so the creator can see the trouble spots themselves), so I'm gonna try and go through everyone's levels and jot down a few notes about 'em.

I feel like anyone can learn from these mistakes so making this feedback public could be helpful (assuming you also play through it), but it's understandable that you'd want to keep criticism private so I'm asking the ones involved before posting this.

...Also, it shouldn't need to be said but these are subjective opinions, etc. There are definitely types of levels I enjoy, and sticking to what would probably fit in with an official Nintendo game is a great start at appealing to my tastes.

Anyways, so far I've gone through levels made by Ehm and FieryIce, and played Luca's first six levels before giving up.
Here's Ehm's level feedback!



Helicopter Stopper
Having to tank a hit through the piranha plant isn't too obvious (and it's not clear that you can land safely afterwards). That block construction above the piranha is a bit out of place, too. Nice and simple level though!

Leaning Tower of Koopas
That sure had a tower of Koopas, all right. Short level but there aren't really any obstacles. You can only go below the tower by ground-pounding when big, but then there's a 1-high gap you have to duck under? Weird.

3D Tower of Grief
That second Dry Bones is in a really annoying spot, timing the jump gets really hard if you let it start throwing bones; rushing through was the only way I could do it. The Bowser and coin run section seemed fairly pointless. Otherwise it's a pretty nice level! Also I don't understand the level name, haha.

Yellow Brick Road
(Nice thumbnail, haha. Remember people, it's the screen where you press the Upload button!) Very simple P-Switch run, I do like how you need to bring one with you for later. I had fun breaking through the blocks at the beginning by spin-jumping, heh. Not too visually interesting but the platforming is good enough.

Château de Bowz
I really like this level! Keep in mind that people might miss the mushroom and then fail to get the feather near the start, so they wouldn't be able to break the bricks. I liked the hidden vine leading to a small coin trove (though maybe make sure it can't be entered while the P-Switch is still active, hahahaha). I didn't like the ending though, two paths led to Bowser but one of them (the easier one to reach, I feel) just skips over him?

Airship Destroy
I caught the hidden block at the start, I liked that. Otherwise I feel like it wasn't too interesting? I got caught by the 'broken blocks under Thwomp' once, and the 'bomb blown up by Thwomp' once, but otherwise the only notable thing is that bombs can blow up the blocks near the end and make it really hard to pass by the Thwomps.
Ehm
Member
Level: 46


Posts: 503/532
EXP: 684105
For next: 27669

Since: 06-13-09
From: Canada

Since last post: 201 days
Last activity: 159 days

Posted on 10-04-15 01:59:59 AM Link | Quote
Thanks for the feedback! Already getting use out of it while working on a new ghost house level

3D House of Grief is a reference to a SCTV skit called "3D House of Beef". Wasn't really expecting anyone to understand it, was more of a "what the hell should I call this thing" moment.
Xkeeper






Posted on 10-04-15 02:04:33 AM Link | Quote
Originally posted by Delpolo
Oh hey, I finally got the game! If people compile all their levels in one place I'd be more than glad to play through 'em tomorrow and give feedback.



Our apartment levels are all on this spreadsheet. Organized with stats, too, so you can get an idea of who makes what kind of levels.
Delpolo
The local lurker.
Level: 54


Posts: 690/733
EXP: 1214989
For next: 18881

Since: 09-12-07


Since last post: 38 days
Last activity: 4 hours

Posted on 10-04-15 01:08:23 PM Link | Quote
Alright, FieryIce has agreed to have the feedback posted publicly, so here it is!

For context, instead of making wholly-stand-alone levels, these are instead organized into thematically-consistent worlds of four levels where the fourth one tends to be more difficult and have more enemies aggressive.



1-1 Mushroom Plains
Good intro level! Are springboards really something that would be introduced so early, though? (Maybe dig a pit for 'em so people don't grab and throw it away?) It wasn't obvious that you'd live if you fell between those platforms in the middle, and there's cut-off in the NSMBU theme at the base of the rightwards pipe (so use bricks, I guess?), but I really like this level!

1-2 Lush Plains
Aww, I really liked this. How nice of you to give a 1-up farming spot right at the beginning! (Koopa shell killing respawning Goombas.) The bonus cloud section was cute, though it should probably lead forwards in the level, not backwards. Power-up frequency is good too! Overall very charming, I love it~

1-3 Below the Plains
Piranha plants in the very first pipes almost killed me, might wanna avoid that. Otherwise I quite liked this! Cave levels going right, then up and back, then up and forwards again, are nice because there's no death penalty if you miss a jump, which is perfect for beginners.

1-4 Lush Valley
Oooh, flowers!~ The arrow at the beginning confused me until I circled around to the fire flower; I'd probably have put way less coins and also put 'em higher, so that you don't focus on 'em when you spawn. Not much to say, platforming's simple, it was fun.


2-1 Koopa Hills
Might not wanna let Goombas walk right over to people when they spawn. I loved the coin heaven bonus area! And it leads forward too, so you don't need to redo a section. Good job!

2-2 Koopa Hills 2
Not a big fan of floating-block rectangular rooms like in this, and the platform section near the end felt way too slow and safe. Door thing felt weird too, why not make people platform downwards?

2-3 Koopa Hills 3
Feels like it needed an extra powerup between the beginning and the pipe to the second area? (Maybe move the first one closer and put one between those piranhas?) I really like the autoscroller area though... but you're able to enter it from the exit and get the feather without any trouble, so you might wanna fix that. Also, make the autoscrolling stop at the pipe, otherwise people'll think there's a secret area if you hover! I tried it out and definitely wasn't the only one, hahaha. Solid platforming all around.

2-4 Koopas in the Sky
Good job with the respawning P-Switches, can't fail if you drop it! Other than watching out for designing reachable dead-ends in your level, I'd say this is a resounding success (cute boss fight!). ...The door to the end seemed pointless though.


3-1 Fishy Sea 1
Ehhh. Way too easy to trivialize your level when the very first powerup is a Fire Flower, and I dislike the cannons shooting fish in such a narrow space (the top two aren't on-screen anyways so they don't do anything until after you swim up and away). Also it wasn't obvious where to go after turning around? Didn't realize there was space on top to continue. Doing the level without using power-ups was pretty fun, the only thing I'd change for powerup-less runs is the green cheep-cheeps near the end that basically forces you to wait until all of them pass by before finishing the level.

3-2 Fishy Sea 2
Another early fire flower? And a lot of them strewn about? And even a pipe dispensing 'em!? The split paths was a neat idea but it's really easy to skip the bonus area. I managed it powerup-less then died to the blooper at the end, not sure having it there is a good idea...

3-3 Fishy Sea 3
Two fire flowers at the very start!? I do like how it's not entirely a water level though, and the exit pipe to the end felt straight out of SMB3. Still, way too easy to trivialize it with fireballs...

3-4 Fishy Sea 4
Uh, wow, difficulty spike much? You'd need a powerup earlier than that, and also they should be easier to get considering it's an autoscroller (I couldn't even get most of 'em after the first one). I really dislike the giant fish coming out of cannons though, they come out way too fast and are too big to dodge reliably. Top path is way easier too.


4-1 Ghoul Palace 1
No power-up for a while makes the beginning fairly frustrating (and those two enemies at the very start were fairly intimidating, though I didn't die to them), I don't even feel like replaying to try out the left door. Boo circles here are really annoying especially considering how cramped the level is, I'd just remove them all; that winged boo cannon at the end is a mean trap, there's no way to dodge it considering how fast it shoots, so if I didn't still have a fire flower by the end... That series of ?-block floors with Stretches (the floor-boos) was interesting though.

4-2 Ghoul Palace 2
Really liked this, it felt like a true ghost house puzzle! Getting hit with the leaf (or picking up the fire flower) makes for a really long detour though, and that giant boo circle near the end just makes you wait for no reason.

4-3 Ghoul Palace 3
Didn't even bother checking the boxes at the end when the goal's right there, and respawning fire flowers feels like too much, but... Wow! Great puzzles in this, and there was even a well-placed boo circle where you need to dodge Dry Bones projectiles inside of it while the gap circled around.

4-4 Ghoul Palace 4
Not much of a puzzle this time, and there's still respawning stuff (but it's mushrooms so it's slightly better? Maybe?) Timer felt too short though, I felt like I cut it close and I didn't feel like I was taking my time. Still fun though!


5-1 Giant Island 1
Ridiculously hard noteblock section sours the entire level. Also that red paratroopa jump afterwards is also kinda tough? And it's not obvious that stuff spawns from that pipe? Rework this level, the beginning exhausted me and I didn't pay any attention to stuff after the Red Paratroopa jump. I'd just remove the noteblock section completely and make the paratroopa jump easier (pipe lower, ledge lower as well). Also I managed to get stuck as big Mario because I assumed there would be a P-Switch or something to continue (as I didn't know that the pipe spawned the paratroopa), so maybe design that section to make sure that players stay near the pipe long enough for it to spawn.

FieryIce

Baby Mario
不知道该写什么
Level: 112


Posts: 4006/4088
EXP: 14983247
For next: 354958

Since: 12-17-08


Since last post: 14 days
Last activity: 8 hours

Posted on 10-04-15 01:45:03 PM Link | Quote
Originally posted by Delpolo
Alright, FieryIce has agreed to have the feedback posted publicly, so here it is!

For context, instead of making wholly-stand-alone levels, these are instead organized into thematically-consistent worlds of four levels where the fourth one tends to be more difficult and have more enemies aggressive.



1-1 Mushroom Plains
Good intro level! Are springboards really something that would be introduced so early, though? (Maybe dig a pit for 'em so people don't grab and throw it away?) It wasn't obvious that you'd live if you fell between those platforms in the middle, and there's cut-off in the NSMBU theme at the base of the rightwards pipe (so use bricks, I guess?), but I really like this level!

1-2 Lush Plains
Aww, I really liked this. How nice of you to give a 1-up farming spot right at the beginning! (Koopa shell killing respawning Goombas.) The bonus cloud section was cute, though it should probably lead forwards in the level, not backwards. Power-up frequency is good too! Overall very charming, I love it~

1-3 Below the Plains
Piranha plants in the very first pipes almost killed me, might wanna avoid that. Otherwise I quite liked this! Cave levels going right, then up and back, then up and forwards again, are nice because there's no death penalty if you miss a jump, which is perfect for beginners.

1-4 Lush Valley
Oooh, flowers!~ The arrow at the beginning confused me until I circled around to the fire flower; I'd probably have put way less coins and also put 'em higher, so that you don't focus on 'em when you spawn. Not much to say, platforming's simple, it was fun.

I guess there's not much to say about these levels, but I'm glad you enjoyed the simpleness of the levels! I definitely wanted to move that arrow of coins higher but I ran out of space, oh well

Originally posted by Delpolo

2-1 Koopa Hills
Might not wanna let Goombas walk right over to people when they spawn. I loved the coin heaven bonus area! And it leads forward too, so you don't need to redo a section. Good job!

2-2 Koopa Hills 2
Not a big fan of floating-block rectangular rooms like in this, and the platform section near the end felt way too slow and safe. Door thing felt weird too, why not make people platform downwards?

2-3 Koopa Hills 3
Feels like it needed an extra powerup between the beginning and the pipe to the second area? (Maybe move the first one closer and put one between those piranhas?) I really like the autoscroller area though... but you're able to enter it from the exit and get the feather without any trouble, so you might wanna fix that. Also, make the autoscrolling stop at the pipe, otherwise people'll think there's a secret area if you hover! I tried it out and definitely wasn't the only one, hahaha. Solid platforming all around.

2-4 Koopas in the Sky
Good job with the respawning P-Switches, can't fail if you drop it! Other than watching out for designing reachable dead-ends in your level, I'd say this is a resounding success (cute boss fight!). ...The door to the end seemed pointless though.

I made 2-3 before I realized that you could get into the sub-world from what was supposed to be the exit pipe so that was totally unintended For the sake of keeping the stats, though, I haven't fixed it. The door on 2-2 was more an attempt to make the level feel like you were perpetually moving upwards, but I guess that wasn't necessary or even obvious. Oh well!

Originally posted by Delpolo

3-1 Fishy Sea 1
Ehhh. Way too easy to trivialize your level when the very first powerup is a Fire Flower, and I dislike the cannons shooting fish in such a narrow space (the top two aren't on-screen anyways so they don't do anything until after you swim up and away). Also it wasn't obvious where to go after turning around? Didn't realize there was space on top to continue. Doing the level without using power-ups was pretty fun, the only thing I'd change for powerup-less runs is the green cheep-cheeps near the end that basically forces you to wait until all of them pass by before finishing the level.

3-2 Fishy Sea 2
Another early fire flower? And a lot of them strewn about? And even a pipe dispensing 'em!? The split paths was a neat idea but it's really easy to skip the bonus area. I managed it powerup-less then died to the blooper at the end, not sure having it there is a good idea...

3-3 Fishy Sea 3
Two fire flowers at the very start!? I do like how it's not entirely a water level though, and the exit pipe to the end felt straight out of SMB3. Still, way too easy to trivialize it with fireballs...

3-4 Fishy Sea 4
Uh, wow, difficulty spike much? You'd need a powerup earlier than that, and also they should be easier to get considering it's an autoscroller (I couldn't even get most of 'em after the first one). I really dislike the giant fish coming out of cannons though, they come out way too fast and are too big to dodge reliably. Top path is way easier too.

I have to admit I'm not really that good at making water levels, or even playing them, so the excess in powerups is to help people like me I wanted 3-4 to feel more like you were being ambushed by fish so I decided to use the cannons, but I definitely needed to add more powerups to it. Maybe I got lucky and beat it easily so I didn't realize how hard it really was.

Originally posted by Delpolo

4-1 Ghoul Palace 1
No power-up for a while makes the beginning fairly frustrating (and those two enemies at the very start were fairly intimidating, though I didn't die to them), I don't even feel like replaying to try out the left door. Boo circles here are really annoying especially considering how cramped the level is, I'd just remove them all; that winged boo cannon at the end is a mean trap, there's no way to dodge it considering how fast it shoots, so if I didn't still have a fire flower by the end... That series of ?-block floors with Stretches (the floor-boos) was interesting though.

4-2 Ghoul Palace 2
Really liked this, it felt like a true ghost house puzzle! Getting hit with the leaf (or picking up the fire flower) makes for a really long detour though, and that giant boo circle near the end just makes you wait for no reason.

4-3 Ghoul Palace 3
Didn't even bother checking the boxes at the end when the goal's right there, and respawning fire flowers feels like too much, but... Wow! Great puzzles in this, and there was even a well-placed boo circle where you need to dodge Dry Bones projectiles inside of it while the gap circled around.

4-4 Ghoul Palace 4
Not much of a puzzle this time, and there's still respawning stuff (but it's mushrooms so it's slightly better? Maybe?) Timer felt too short though, I felt like I cut it close and I didn't feel like I was taking my time. Still fun though!

I really wanted to add an earlier powerup to 4-1 because I knew the second room might be a bit frustrating, but my gimmick with the koopa shell hitting all the blocks and spawning boo circles required small Mario so I went with it. I really enjoyed making 4-2 and 4-3 especially; the puzzle style of them was a lot of fun. I tried to minimize enemies between the room where you get the leaf and the area where you absolutely need to fly specifically to reduce the chances people will have to redo the detour. That's why there's only one boo and one Dry Bones between the one-way block and the flying area. I was a little afraid that the puzzle would seem obscure -- especially for people who went through the detour before picking up the obligatory fire flowers. My intended walkthrough was that you would get to the room with the detour pipe, be forced to lose your leaf by picking up the two fire flowers next to each other, and then have to take the detour to get another leaf. As for 4-3, the respawning fire flowers in the beginning are there for a reason though -- you absolutely need to be big Mario on the main room to break the bricks and let the vine spawn to the top. So if you get to that room, you only have one fire flower, and lose it before you even get back to the main room, then you have to go around again. Whereas if you lose it while in the room, you can just pick up another one.

4-4 was another attempt at an "ambush" kind of level. The boos are fast and they chase you throughout the level, time's short too, so you have to hurry and find a way out before time runs out or the boos get to you

Originally posted by Delpolo

5-1 Giant Island 1
Ridiculously hard noteblock section sours the entire level. Also that red paratroopa jump afterwards is also kinda tough? And it's not obvious that stuff spawns from that pipe? Rework this level, the beginning exhausted me and I didn't pay any attention to stuff after the Red Paratroopa jump. I'd just remove the noteblock section completely and make the paratroopa jump easier (pipe lower, ledge lower as well). Also I managed to get stuck as big Mario because I assumed there would be a P-Switch or something to continue (as I didn't know that the pipe spawned the paratroopa), so maybe design that section to make sure that players stay near the pipe long enough for it to spawn.


...And this is what I design after playing through 100 Mario challenge in Expert Originally the section had no noteblocks, so it would have been pretty trivial to get the koopa shell to break the bricks. The noteblocks are what happens when I decide to try to make a level with a low clear rate Also I think that glitch with Mario stuck is kinda funny and I totally didn't forsee that
Delpolo
The local lurker.
Level: 54


Posts: 691/733
EXP: 1214989
For next: 18881

Since: 09-12-07


Since last post: 38 days
Last activity: 4 hours

Posted on 10-05-15 01:55:29 AM (last edited by Delpolo at 10-05-15 05:08:41 PM) Link | Quote
Alright, had another Super Mario Maker session so I went through all of Drag's and Xkeeper's levels! Both agreed to have 'em public so I'll just put 'em both in the same post.

...Also I'm not gonna bother linking to each level's Miiverse post, Ehm's been generous enough to compile everyone's levels into a document just like Xkeeper did with their apartment, so just click on the name for their levels, I guess.



Drag

Jump on the koopas, man!
Fairly trivial level; I somehow let the mushroom just fall into the pit, hahaha. Definitely needs some decorating and more length but it works, it's a good easy level.

Jump on the trampolines, man!
Okay, I starred the previous one but I won't bother starring what's basically a rehash of the last level but without enemies.

100-Coin Cavern

Not much else to say
, hahaha.

You should do your homework soon
Impossible to lose so I won't give a star, but short, cute levels like these would definitely be welcome breathers in 100-Mario Challenge so good job!

Bump 'N Jump ('n throw)
Fun level overall, though there are a few things I disliked. I know it's straight from SMB1 (and that you can survive by ducking in a corner) but that's a pretty cramped space to pass by the circling firebars, especially when there aren't really any power-ups. Running on the ceiling at the start wasn't obvious because it's off-screen so you can easily assume it's impossible to continue. Also, the last section where you need to break at least two blocks (I broke two then one to make sure I'd fit) feels more tedious than difficult.

This course has a goomba in it.
Oh my god this was the cutest house level ever! Basement was a cute touch. ...It felt like the theme went away once you reached the underground, but it was all so well-decorated that I don't care anyways. Props!

Mario Circuit
Simple level, you had a Mario Kart theme and ran— er, drove with it. Auto-scroller was just the right speed, ie. you designed the platforming well. =P

The Great P-Switch Challenge
Ahahaha, wow, just barely beat the level on my first attempt. Split-second slower and I couldn't have wall-jumped! Anyways, two consecutive sections involving springboards seems redundant, but as a whole it was great.

To the top of the Colossus
Amazing level! Definitely felt like you were climbing upwards through it then descend again. No pits meant you weren't punished harshly for missing a jump, there are still mini-puzzles like with the springboard, you managed to fit in a secret reward 1-up mushroom, and overall it was all well-decorated... I was almost gonna say it might be so long that people could get frustrated if they die near the end, but replaying it to leave a comment, it goes by fairly quickly... Amazing.



Xkeeper

World 1♡2...?
Not a fan of people remaking levels or using 'em as a base, you're not putting in any effort into figuring out and designing the flow of the level. Anyways, enemy in a box near the start basically made me distrust all future ?-blocks up until I reached the end pipe that you couldn't enter, at which point I went back to the start and hit all of them. Then I realized I needed to just jump over the level and found the bricks at the end I could jump through... but had gotten hit on the way, and there were no power-ups so I had to restart. Not a fan of the level.

Wallkicks and Big Shells
Simple, easy level; it'd make for a good tutorial level for breaking blocks with giant koopas, and also wallkicks, so good job with that.

World 1~1...?
Another level remake, but all that's changed is a lot of enemy spam (and enemies in blocks)? No thanks.

Easy As 1, 2...?
Skimmed Eppy's video so I knew the correct choice, but still went through all doors anyways, and they're all pretty fair regardless! Good level, I liked all the paths.

Push ↓ to stomp with the shoe! ♡
Didn't bother going through all four blocked passages but whatever. Great tutorial level for the giant shoes! Just keep in mind people might not read your level name if they can't read English~

Every Twitch Stream (↑+autoplay)
Is it 'hip' to hate on auto-playing levels? They're more a test of the designer's time spent playing and testing it, designing it to be visually interesting and exciting; I don't think it's fair to hate them just 'cause it's something you don't actually 'play'. ...Anyways, in that respect this one was boring, it's just a slow treadmill to the end. (2 cents was clever though! You sure the exchange rate is 1 coin = 1 penny?)

Wrecking Crew(TM)
Not a particularly gameplay-centric level, most of it is spent waiting (kinda reminiscent of watching auto-play levels, eh?) for bob-ombs to blow up, but it sticks to a Wrecking Crew theme so I guess that's fine?

Bowser's Hassle
Great castle level! Not much in the way of enemies for a while but it really felt like an actual castle level in both platforming and visual design, so props for that.

Typical Water Level! (Course #8)
After that '1, 2, 3' secret area I knew you'd hide another one here~ Anyways, water level felt a bit empty and easy for a while but the fish formations near the end were nice, and even with the fire flower blocks I was a bit reckless and lost 'em fairly quickly. Whoops. Good level though.

Cannonical (#9)
Good airship level! That stretch with no enemies and four blocks felt pointless though, and then the stairs of cannons is really difficult to pass without damage-boosting through, so I'd remove a few. Haven't mentioned it yet but you've always been giving fire flowers before each Bowser fight, so I've been having fun killing Bowser instead of skipping him, hahaha. Anyways, don't do that 'sound effect spam at exit' thing ever again please.

Beetle Colony (#10)
I refuse to star this because you did the 'sound effect spam at exit' thing again. Anyways, great level! Not really hard but I do like how there are split paths. ...Also, why is it called 'Beetle Colony' if most of the enemies are Spinies and not Buzzy Beetles?

A Horrible Noisemaker
Yep, that sure was a horrible noisemaker - and that star room was pretty bad too. A pretty good argument for never using sound effects!
Xkeeper






Posted on 10-05-15 03:38:20 PM Link | Quote
Originally posted by Delpolo
I refuse to star this because you did the 'sound effect spam at exit' thing again.



Delpolo
The local lurker.
Level: 54


Posts: 692/733
EXP: 1214989
For next: 18881

Since: 09-12-07


Since last post: 38 days
Last activity: 4 hours

Posted on 10-05-15 09:39:10 PM (last edited by Delpolo at 10-05-15 09:51:25 PM) Link | Quote
Went through BMF's levels as well but didn't get confirmation until now, so here's the feedback!


BMF54123

Abridged Pipes
Awww yeah, died to the first Goomba. Definitely imitated the SMB3 style very well, good job with that! I didn't think there was going to be an underground section so I thought it might drag on, but it was pretty fun in the end. That Goomba line near the start was pretty weird though.

Hotel Horror
Amazing level! You decorate it very well, really looked like a haunted hotel. I seem to have lucked out and entered the doors in exactly the right order, hahaha. I was scared I would need to race and beat the POW Block + Muncher to the end, until I reached the end and realized I only needed to keep 'em from despawning, though.

Don't Push Any Buttons!
Fun level! Being able to grab and move switches out of the way makes it more manageable, which is nice. On the other hand, if it weren't for someone commenting about it I definitely would've gotten hit by that thwomp off-screen, so you should probably avoid that. Also the last section with Bowser Jr felt somewhat pointless and doesn't fit in with the switch theme?

Flipside
Wow! Love the gimmick and its aesthetics. It's always good when people can see patterns in your level design (ie, two rows of coins) and then deduce the obstacle (so it's gonna turn into rows of blocks, which were typically used for Hammer Bros. in the original games). ...It felt too linear though? I almost wish there were a few puzzles involving this. But whatever, great level. =P



Gonna go through Inuyasha's level, Tiden's level, Raspberry's levels and Ailure's levels tonight, is what I'm currently planning.




Castle's New Fashion Trend
(41B0-0000-0090-4A8A)


Anyways, amidst all this level-playing I had a silly idea for a level, so here it is!

Basically, 'what if the SQUID-GIRL Hat from Splatoon caught on in Bowser's castle?' is the elevator pitch for the level. It's mostly a typical castle level except that some of the enemies are trying to be fashionable...? Having a Blooper on their head changes how you approach some enemies, it's mildly interesting. Shouldn't be too hard though, I gave a decent amount of power-ups.

I originally wanted to have it in SMB1-style and make you play as the Inkling Girl but the SMB3 skin ended up looking much better, so here you go.
Delpolo
The local lurker.
Level: 54


Posts: 693/733
EXP: 1214989
For next: 18881

Since: 09-12-07


Since last post: 38 days
Last activity: 4 hours

Posted on 10-06-15 03:21:50 AM (last edited by Delpolo at 10-06-15 11:34:49 PM) Link | Quote
Finished another session so here's more feedback!


Inuyasha

Battlecruiser Deluxe
Wow, impressive level! The amount of path options is really astounding. Not only is there a choice of main or sub-area path, but there's often split-paths in each of them. Thanks to pipes being two-way as well as being placed every once in a while, you even offer the choice of switching back and forth! Power-ups weren't too frequent, it seems perfect. My only two gripes with the level are that the fireball cannons near the start feel unfair (so perfectly-placed that they got me from big to dead just trying to figure out their trajectories, hahaha) and that the end of the sub-area has a diagonal-downwards arrow that people can (and have, there were a few X's) assume is yet another split path when in fact it's just a pit. Amazing level, this definitely feels like best-polished level yet! It's the only one I've replayed so many times without losing interest~



Tiden

Mehrio
Good level! It's a blind jump at the beginning (even if you bounce on the lowest paratroopa you can't see the floor), but otherwise the platforming is simple but solid. I quite liked the small nook there for the shell to bounce between coin blocks, haha.



Raspberry

Simple & Sweet
It's very obviously using 1-1 as a base but it's been changed enough that I don't really mind. Good level! Nice and basic, nothing too experimental, definitely felt like it'd fit in with original SMB1 levels.

Pipes & Points
Good cave level. The late placement of the first power-up was a bit weird, as is having a Lakitu underground (it's pretty easy to get its cloud by the way, if that was intentional) but it was nice that you allow for people to break blocks and run on the ceiling if they feel like it, haha.

Heights & Hazards
Nothing complicated, even with the moving platforms. I really liked the coin heaven secret area! Wasn't that hard to reach it, felt just like a SMB1 coin heaven.

Leaps, Lifts, & Lava
Good castle level, and a good end to the SMB1 levels! The bonus with the fire flower was hidden pretty much the same way as the previous level's coin heaven though, but oh well. You're very good at recreating the feel of original SMB1 levels, wow.

High-Up Hammers
I was a bit afraid that the Hammer Bros. would be a bit hard to overcome, but you place power-ups and design the level around them well. I liked that secret area with the fire flower, it's not obvious but it's a good reward! The fire flower hidden earlier near two Bros. (where you can just run over them instead) is also a nice reward for those who bother to go down there.

Puzzle Palace
Good puzzle castle, indeed. I dislike how it's trial-and-error until you find the correct pipe but it's cute that it's still not the end of the puzzle, haha. For a change, the thumbnail is relevant to a puzzle! Anyways, I got to the last pipe with under 100 seconds left and thought to myself, "There better not be a boss left.." and of course there was a boss left, but it wasn't that hard so that's fine. =P

Beetle Shell Battle
Oh dear, I hadn't thought that people would be inspired by that cave puzzle from SMB3, hahaha. (Looks like I'm not the only one that recognized its resemblance, heh.) Not that bad considering there are pipes shooting leaves now, so you wouldn't need to cycle around a separate area for it. Otherwise the platforming and enemy placement is good, I like it!

Cannon Conundrum
Ahahaha, airship level now, saving the best for last, eh? It's a good airship level, cannons and Rocky Wrenches are placed well (I quite liked the one placed on a bolt). It was a giant flying Bowser as a boss though, and that feels way too climactic; please continue making levels!~





Ailure

Tall obstacles!
Those first two piranha plants are fairly mean, considering you either won't have a power-up yet or you'll be failing the trampoline jump a lot (because it's really finicky) and pass in front of it repeatedly. The Goomba tower is also pretty silly? Gotta wait a while for it to fall, haha. I like how you made sure people couldn't get stuck between pipes and placed a trampoline though! Overall there's not much to this level but I suppose it sticks to its theme of vertical stuff, heh.

Mow down the piranha plants!
I don't like how it looks like there's a split path when it's just a dead-end that gives a mushroom... when there's already a mushroom at the path split. Nothing particularly interesting platforming-wise either.

Hazardous waters
Oh hey, someone bothered to make a water level! I'll admit you caught me in your trap, hahaha. "Oh, the first power-up is a fire flower so I'll just burn everything!" so I was confused when I had just burned the giant Koopa meant to break open a way forward. Oops! Still, the level's fairly open and simple even without grabbing any power-ups (which I tested), and it's utterly trivialized if you grab any of the numerous fire flowers, so you should try making it more cramped, or at least designing the level with the assumption that the player has a fire flower (ie, fire-proof enemies, diagonal up-right movement forward so it's hard to burn enemies, no floor so it can't bounce, etc.).

Flying onto the airship
...What!? I was all prepped for an interesting flying level (which would have been great practice because the mechanics are a bit different from SMW), but as soon as I figured out how to get past the beginning obstacles and landed on the cloud platform, it just becomes a regular airship level!? Splitting this into two levels (and developing more, of course) would have earned you two stars, but combining them like this makes the level altogether fairly unfocused, especially considering how easy the platforming is compared to the flight. At least there's a door to retry if you manage to survive!

Kamek's castle
The beginning section of waiting for Magikoopas to open up a path is somewhat tedious, and then it changes to a weird treadmill jumping section? Going back to a Magikoopa boss at the end was cute but didn't make it any less boring when it comes to waiting around, though it was still nice to see the "transforms the goal so you have to kill it" thing in action.

Bowser Junior's armada
That secret bob-omb room is a nice touch, heh. The aesthetic of the very beginning was kinda weird, but the airship level itself was pretty fun. I had a fire flower and just pelted Bowser Jr. until he died, but I figure damage boosting would've been easy as well... but if you don't have a power-up I'm not sure if you could even pass him.

Eerie waveforms
Making people have to endure the super-slow platform ride if they aren't told that there's a miniature map at the beginning is kinda mean (and I'm assuming that comment is from you); it feels less like a puzzle and more like a "haha, made you waste your time!" gotcha. The rest of the level just involves surviving on very slow platforms too, and you're never really in any danger, so in the end the level's just not fun.

Easy applications
This level is fairly strange, iunno why you're trying to depict program windows. Gameplay-wise there are few enemies and barely any platforming, and the P-Switch section is so basic and short that it feels more like a waste of time than anything else.

The Chain Chomp bridge
The very beginning is fairly intimidating even though you're mostly safe by sticking to the ceiling, but it's still a fairly slow start. Also, at one point there's a pipe that spawns giant Chain Chomps and you need to hit an invisible block to continue; if you don't reach it before any spawn and stick to it to prevent spawns, it's so cramped that you're basically forced to take a hit. Otherwise it's a cute level, if kinda boring? It's all flat terrain and it's too easy to avoid all the other chain chomps; I reached a section that I thought was finally pretty interesting, and then it was cut-off by the end of the level...

Watch your head and feet!
Decent level to teach people about the [giant] stiletto's abilities as well as demonstrate the usefulness of the helmet. The one wall of bricks where you just wait around for bob-ombs to blow up is fairly unnecessary though, you're never in danger. You can lose the helmet if you run into the side of a fireball; if you do, not having an extra hit makes passing Bowser really complicated ('cause you've limited his jump with the blocks above so you can't run underneath him).

Yoshi is your friend!
Great level to teach all of Yoshi's abilities! (Man, some of the changes from SMW are weird...) Having comments to explain some things that aren't obvious is very nice of you, but it doesn't help those who don't read English, hahaha. That Lakitu throwing fish is a great obstacle! Didn't think they would start swimming horizontally at a certain point, but they're so slow that you can see 'em coming from above/behind you. Also why do you swim faster when Yoshi eats something underwater!? That's weird!



Overall, Ailure, I'd say the main problem for most of your levels is... not playtesting and redesigning to make levels fun? There are clever ideas as the basis for levels (Magikoopa clearing a path for you, clearing piranha paths with shells, etc.) but you don't really develop those ideas, and you also tend to add a lot of tedious and slow sections that could easily be removed or modified. Your levels aren't the best, but at least they're fair. I never really thought to myself "ugh this is so annoying I want to skip this" (though I suppose that's partly because it's also fairly easy?), the best example being the reset door in your flight level. You could've easily just left it out and doomed people in 100-Mario Expert to dumping lives because they're still figuring out flight controls.

EDIT - You say that as if I've played a ROM hack in the last five years. =P
Ailure
Member
Level: 12


Posts: 11/25
EXP: 7717
For next: 204

Since: 07-10-07
From: Schweden

Since last post: 109 days
Last activity: 99 days

Posted on 10-06-15 10:37:44 AM (last edited by Ailure at 10-06-15 11:19:33 AM) Link | Quote
Note that my levels I usually think of how the average player approaches them, which is why they're sometimes a bit on the easy side. I don't design my levels for people who have played a lot of ROM hacks but more for people who are playing Mario Maker. It's why I avoid putting in thousands of enemy sprites on water levels even though a good mario player would know how to avoid those, and why hazardous water have so many fire flowers... for average players the level is harder than most SMB1 water levels.

I mean some of the levels you complain about being too easy have a completion rate as low as 5-10%, while still having stars from people who seemed to enjoy and beat it. You need to get into the boots of someone who maybe have played the vanilla mario games a few times before but never ever touched a rom hack.

And yes, I usually playtest my levels as small mario so if you wonder if something is beatable with small mario, it is. If you can't pass a certain part without a powerup i make sure that one respawns at least.

The first two levels I'm not particular proud over, easy applications was me trying to make a easy level (which still have a completion rate of 20%, probably cause of tricky jumps). Flying onto the airship is where I do the philosophy of that after a tricky obstacle I make the level somewhat easier to defeat, if there was a midpoint feature I would probably be more daring. Keep in mind, people have a LOT of trouble with the cape gliding here. It's why it's so easy after you done the cape gliding, I didn't want to unnecessarily frustrate people further and I already had people whine about getting stuck here.

Messages are usually added afterwards, and occasionally in locations out of the way sometimes so players don't feel like they're being handhold. I'm not great at drawing so text messages it is unfortunatly.

You probably noticed which levels I spent more time balancing, some I cranked out in two hours other was done in splurts over days. Admittedly I usually submit my levels when I'm tired of adjusting them around, which is why they vary in quality a lot (I just plan to delete the ones with least stars when I run out of upload slots).

Originally posted by Delpolo
Also why do you swim faster when Yoshi eats something underwater!? That's weird!

Probably them trying to make it more coherent with NSMB, it's kinda weird. I miss that red shells makes Yoshi breathe fire, probably why they made Yoshi instead be able to eat fire (well it's partly consistent with yoshi island at least).

I do wish the game had like recorded sessions of people playing, watching XK play some of my levels gave me way more feedback than just text.
Drag
2630
Level: 95


Posts: 2603/2635
EXP: 8359797
For next: 308810

Since: 07-03-07


Since last post: 134 days
Last activity: 12 hours

Posted on 10-07-15 12:49:48 AM Link | Quote
There's recently been a glitch discovered that allows you to create invisible platforms in the editor.

Make a cloud block, make a track, and make a hidden block. Put the hidden block on the track, move the track (with the hidden block on it) such that the hidden block is overtop of the cloud block, and with the path tool selected, erase the path by drawing over it. This erases the path, and places the hidden block on top of the cloud block. This creates an invisible cloud block. (Or sometimes creates a cloud block that "acts" like a hidden block... details below)

With some playing around, I figured out a bunch of different things you can make with this glitch.

First of all, it only works with things the game calls "blocks", so hard blocks, donut blocks, hidden blocks, etc. It does NOT work with ground and spike traps (thank GOD).

Next, not all combinations work. For an incompatible combination, erasing the path will cause the top block to overwrite the bottom block, not combine them.

When you combine two blocks, the block on the bottom is what the tile will act like, and the block on the top is what the tile will look like.

You can swap which tile's on top and which tile's on bottom by using multiselect to select that space, and then copy. The copied tile will be inverted. This is the only way to create certain combinations.



You cannot place a hard block or donut block onto another block, but you can place another block onto these blocks and then invert it with multiselect/copy as discussed above.

You cannot place anything onto a "block", note block, or hidden block, but you can place these blocks onto another block and invert.

The hidden block will never combine with "block", question block, or note block under any circumstances.

When a "block" is the bottom tile, it acts like a question block. In SMW, spin jumping onto such a tile, which would normally destroy a "block", will cause it to "activate" as a question block being bumped from the top, like when you buttstomp on one in the NSMBU skin.

Strangely enough, coins can be combined into other blocks, but they only work when the coin is the "top" tile. If the coin is the "bottom" tile, it has no effect and the block acts normally. These combinations are also hard to invert once the coin is on bottom, the best I could figure was to make a bunch of copies of the tile (like you were trying to invert the combination), and then select a bunch of them at the same time and copy a whole group of them. Sometimes one or two will invert.

There may be other combinations I haven't figured out, but now's the time to play with this because Nintendo might patch this out completely.
Drag
2630
Level: 95


Posts: 2604/2635
EXP: 8359797
For next: 308810

Since: 07-03-07


Since last post: 134 days
Last activity: 12 hours

Posted on 10-07-15 11:18:14 PM Link | Quote
5F83-0000-0095-341C (Diamond Bay)

This is an attempt at making a good underwater level that isn't just a wide open area with cheep cheep spam and bloopers.
Xenesis
Actually a Doctor
Level: 91


Posts: 2309/2406
EXP: 7270187
For next: 198725

Since: 07-28-07
From: The Land of Kangaroos and Drop Bears

Since last post: 8 days
Last activity: 8 days

Posted on 10-09-15 06:16:23 PM (last edited by Xenesis at 10-10-15 04:08:51 AM) Link | Quote
So I made a simple, rompy platform level. Trying to go for the feel of an early SMB world.

Dropping Out
D61D-0000-0097-EA92

Here's my attempt at a sensible water level. With punnery.

Shootin' Squids
4240-0000-0099-D42A
Peardian

  
Magikoopa

July 3: KvSG #479 is up!

Level: 147


Posts: 7226/7337
EXP: 38687554
For next: 750547

Since: 08-02-07
From: Isle Delfino

Since last post: 256 days
Last activity: 14 days

Posted on 10-09-15 09:25:40 PM Link | Quote
I saw someone make a pretty awesome level by using all sorts of crazy block glitch combos, though I'd still rather see the glitch fixed than abused so much.


I've made a few more stages, one of which is a joke.


Mighty Flip Bros.: EAF5-0000-0071-85B4
This is a very basic course that simply toys with a level idea. Strangely, as linear and simple as it is, it has a very low clear rate...

Automatic Ouch: CBF9-0000-0099-395D
My first automatic stage! Or is it...? The ending is inspired by Xk's stuff.

Cheep Surfing: 6229-0000-0099-49B9
I stumbled on this idea completely by accident while messing around. Ride the wave, dude!
Xenesis
Actually a Doctor
Level: 91


Posts: 2310/2406
EXP: 7270187
For next: 198725

Since: 07-28-07
From: The Land of Kangaroos and Drop Bears

Since last post: 8 days
Last activity: 8 days

Posted on 10-10-15 11:01:00 AM Link | Quote
I think I like my puns too much.

Spring Flower Grove
2EF1-0000-009B-4484

I had a lot of fun making this one. Tried to make it look pretty as well as functional. It's a bit harder than the last two I put up.
Dorito
GIRL'S GOT A PENITENTIARY BODY
Level: 99


Posts: 2756/2965
EXP: 9977186
For next: 22814

Since: 07-04-07
From: in the heart of silicon valley, uh oh

Since last post: 1 day
Last activity: 1 day

Posted on 10-11-15 01:30:17 AM (last edited by Dorito at 10-11-15 02:04:17 AM) Link | Quote
Time to play more levels again! Gonna spend the next couple hours just running through all of your new levels...

I started a couple weeks ago and haven't touched it since tonight--and finished it! Another reasonable castle level.

Grind Session
8FAB-0000-009E-3142

[edit]
Originally posted by Peardian
Automatic Ouch: CBF9-0000-0099-395D
My first automatic stage! Or is it...? The ending is inspired by Xk's stuff.

I like everything about this.


Cheep Surfing: 6229-0000-0099-49B9
I stumbled on this idea completely by accident while messing around. Ride the wave, dude!

I really liked this at first, but then it went on for way too long and I ended up dying...
Xenesis
Actually a Doctor
Level: 91


Posts: 2311/2406
EXP: 7270187
For next: 198725

Since: 07-28-07
From: The Land of Kangaroos and Drop Bears

Since last post: 8 days
Last activity: 8 days

Posted on 10-11-15 06:36:49 AM (last edited by Xenesis at 10-11-15 11:50:27 PM) Link | Quote
Originally posted by Dorito
Time to play more levels again! Gonna spend the next couple hours just running through all of your new levels...

I started a couple weeks ago and haven't touched it since tonight--and finished it! Another reasonable castle level.

Grind Session
8FAB-0000-009E-3142


I liked this one! Simple and didn't go on for too long. Was a bit on the easy side, but hey. That's not a bad thing.

---

My first attempt at an autoscrolling level. It shouldn't be too hard apart from one tricky jump in the middle.

Podoboo's Lava Lake:
B6B3-0000-009E-2815

And now that I have the best theme, a level I did during my lunchbreak to celebrate
Rocking the Dry-Skydock
2624-0000-00A1-FE10
Delpolo
The local lurker.
Level: 54


Posts: 696/733
EXP: 1214989
For next: 18881

Since: 09-12-07


Since last post: 38 days
Last activity: 4 hours

Posted on 10-12-15 03:29:57 AM (last edited by Delpolo at 10-12-15 06:12:35 PM) Link | Quote
Everyone that was online agreed to have their feedback posted here, so at this point I'm just not gonna bother asking anymore. This batch of feedback is for levels made by Dprotp, DarkData, Peardian and Xenesis!


Dprotp

Spring into Action
Fairly simple level if you just ignore the trampoline parts, and other people have already commented about those so I won't repeat myself. Still a fun level!

Freeform Platforms
Great level! You force the player to step on the platform so you make sure they learn what it does and then it becomes an obstacle that you need to pass quickly; even the spiny is shown in advance before popping up (though it's only once). Pretty easy but pretty fun.

Cheep Cheep Bargains
Kinda empty water level. I like the 1-up block above spikes, makes it obvious that it's a dangerous but likely worthwhile reward. Nothing else is particularly notable though.

Small Enough for a Fortress
Cute lil' castle level! It's a good reminder that Bowser's flames aren't just a random annoyance but can become obstacles by designing the terrain around 'em, gotta remember that for later. Boss fight definitely felt straight out of SMB1, haha.

UPS
That low timer made me panic until I noticed it's an autoscroller, but it still feels pretty pointless, haha. Nice airship level! I was gonna compliment you avoiding a blind jump by having a ?-block visible from the top... but then there's an actual blind jump where even when the camera bobs up enough you still only see another coin trail and not any ground. Also I feel like doors to the end are pretty silly, heh.

Mush-Topped Athletics
Fun athletic level! I feel like the path is pretty linear and the mushroom platforms are way too flat though; like, if you're gonna have three of them in a row, at least vary their heights a bit and make people jump! I really liked the 'secret' feather though, hiding stuff above a typical vine end by just breaking the block (or hitting it from below in SMW) so that it continues is always fun.

Grind Session
I kinda wish the grinders moved faster when on rails (kinda like in SMW), but yeah this was a fun level. The transition rooms after doors seemed kinda silly but the actual platforming and maneuvering around grinders both off and on platforms was pretty fun. Boss was dumb with a cape (you can spin to hurt him), though I'm kinda curious if you could just fly up to the end...



DarkData

Princess' Bouncin' Day
What that one comment said is right, timing a high jump when you land on two trampolines is way, way stricter and that's pretty much all trampoline jumps after that point. Otherwise a fairly simple level. Gotta love that trampoline from the top block, hahaha.

Bowser's Monster Train
Comment at the end made me restart to try to enter the last pipes 'cause I thought there was a Bowser Jr. boss, hahaha. Great level visually, pretty fun! I feel like the short bonus room skips way too much of the level though (including the only Mystery Mushroom?), but I love the treadmills to show that the train is moving forwards.

Totally Safe!
Yep, three invisible blocks sure are safe.

Wiggle O'Clock
Circling wigglers make for interesting platforms, though as a level this is pretty short and lacking. Kinda silly to have that side path for lives and a Yoshi when you're one jump away from the end, too.



Peardian

Automatic Ouch
I do like how the name foreshadows that it's a failed automatic stage, as well as the discordant theme, but that doesn't make it any fun. Also ugh that ending spam, though at least it's not a harsh noise that's repeated.

Cheep Surfing
Died a few times less than a screen from the start and stopped caring. The idea of bouncing on cheep cheeps to the end is nice but they move forward way too slowly, and if you lose the helmet (which I did one attempt when two cheep cheeps somehow hit me from above at the same time...?) then you're pretty much screwed when going underneath respawning pipes.

Koopuzzler
It was pretty finicky just getting the shell rolling over to the right side (had to jump the springboard over it while it rode underneath), and even once you 'solve' it it can still kill you, it seems. Accomplished what you aimed for though, a one-screen puzzle.

Majestic Flock of Spring Birds
Springboards seem like a mechanic that's way more difficult to interact with than people'd expect, I feel? Like, just timing the jump on a single upright springboard can be a struggle for some. I love the flavor of this level but got over that after dying a dozen times or so; honestly I don't really know how you could improve this stage without removing its theme or dumbing it down too much. A shame.

Bridge to the Danger Zone
Lost interest in playing this level. Took one death to realize I need to race ahead of the spiny helmet - and then another death to realize that I need to race ahead of the giant shell. I also assumed that the shell would bounce back once I reached the end of the upper section of the shell part... and promptly moved left into a piranha plant I couldn't see. That green koopa in a block was kinda mean too. Otherwise I didn't particularly find this fun.

Thwomp Dump Castle
Waiting at the end for the thwomp to break the blocks over the axe was a chore and dampened the good mood of the level. Otherwise this is a great level! It's great at teaching you all you'd need to know about thwomps. For example, I didn't know they wouldn't crash down while riding on other enemies and need to be pushed off (or have 'em killed) first. Also yeah, as someone commented there's a blind fall near the end, if I weren't spin-jumping on the thwomp and instead jumped down after a bit I definitely would've gone straight into lava.

Frantic Vault Break-In
Was I supposed to check every single block to find a P-Switch? There was just enough time to break out by hitting a shell. Silly level overall.

Affun Bullet Time
Lost interest. There's not much challenge to it, it's mostly tedious, and a bit annoying thanks to the Affun spam.

World -1
Saw two comments with "boring" and "stupid" and I honestly can't disagree. I'm assuming you used the "overlap two pipes to make 'em go to same destination" trick to hide the way to the exit? Timer reached 50 after I spent a while hitting blocks looking for a way through the ceiling and I stopped caring. Two empty water sections that just lead to each other is pretty dumb, this made me lose interest in playing more levels by you.

Ie., I skipped over:

Airship Armada Tour
Excavation Adventure
The 100 Magikoopa Duel
Springyding Park
e+ Coro Coro Castle
One Way Up
Mighty Flip Bros.

EDIT -
Originally posted by Peardian
I'm really, really disappointed that you haven't heard of World -1 before.

...Oh, sorry, I thought it was fairly obvious that it was a remake of good ol' World -1 so I didn't bring it up (though honestly I wouldn't bother giving feedback on level recreations anyways, there's no point if you're not the one designing the level), but I still don't think that makes it a fun or good level.




Xenesis

Turtles And Pipes
I'm starting to lose interest in pipes with respawning enemies (or piranha plants) because they only spawn stuff if you aren't breezing through, it seems? So by taking my time it made some sections way harder. Anyways simple fun level once I stopped dilly-dallying.

Paratroopas Carry Plants?
I thought the plant-on-koopa at the start of last stage was cute so I found it funny that your next stage was based on that, haha. Simple level, it's nice that you can still bounce off the koopa underneath the piranha plant if you still have a power-up and mess up a jump. Also wow how did I die to that third koopa on that Inkling platform twice?

Dropping Out
Trivial level when the first power-up was a Propellor Shroom, and also you can miss a mushroom by ground-pounding its block instead of hitting it with a shell. Still pretty easy and fair without power-ups though.

Shootin' Squids!
Boooo, showin' off your Squid amiibo... It's a fine water level I guess, no fire flower to kill stuff but a lot of respawning bloopers, and it's easy to just swim underneath/above everything.

Spring Flower Grove
Not really a fan of piranha plants shooting out of bullet bills but it's mostly manageable even if you don't pick up a fire flower. Aesthetics feel weird though; if it's a flower grove why not use the bush platforms with flowers in them?

Podoboo's Lava Lake
You timed that first firebar perfectly to hit people if they're in the dead zone between podoboo jumps, which seems fairly mean (I was killed by staying in front of 'em and it came from off-screen, then even hanging back it was hard to jump over it). Fun level otherwise! Ending bosses were a bit weird though.

Rocking the Dry-Skydock
I hit the star block then immediately hit a spiny because I didn't think it'd be there... then fell down onto a platform off-screen from the level bobbing up and down then promptly just walked off. Next attempt I grabbed the star and blind-jumped as far right as possible and basically skipped the rest of the level. Might wanna redesign that section? Definitely avoid platforms so low in airship skin. Anyways, nice level! Beginning shows that grounded stuff dies from POW Blocks (and they're definitely helpful throughout) but it's still simple to beat even if you ignore the blocks, which is nice. Might wanna watch out though, the small cannons kinda blend in with the ship decorations in a few spots.
Peardian

  
Magikoopa

July 3: KvSG #479 is up!

Level: 147


Posts: 7228/7337
EXP: 38687554
For next: 750547

Since: 08-02-07
From: Isle Delfino

Since last post: 256 days
Last activity: 14 days

Posted on 10-12-15 06:07:10 PM (last edited by Peardian at 10-12-15 07:35:59 PM) Link | Quote
@Delpolo: Your feedback is fair, but I'm really, really disappointed that you haven't heard of World -1 before.


Edit: For everyone who wants to surf on Cheep Cheeps but doesn't want to challenge the full length course, I've made a shorter version!

Cheep Surfing Lite: 1965-0000-00A4-8662
Mostly the same, but shorter. Also, less cheering.
Pages: 1 2 3 4 5 6 7 8 9Next newer thread | Next older thread
Jul - Gaming - Super Mario Maker New poll - New thread - New reply




Rusted Logic

Acmlmboard - commit 2f1bc75 [2017-08-27]
©2000-2017 Acmlm, Xkeeper, Inuyasha, et al.

28 database queries.
Query execution time: 0.135631 seconds
Script execution time: 0.050983 seconds
Total render time: 0.186614 seconds