DeathoftheEndless
Crashing this plane... with no survivors!

Look! Up in the Sky!
4A5C-0000-0067-1B07
Try to guess the theme of this level
It's not about getting people to play your level, but about getting useful feedback and improving as a designer, helping each other and all that.
As it is we have the OT we deserve but not the one we need![]()
Gotta say I'm not a fan. Most instances of spinning can be avoided with proper jumping but the two parts that annoyed me the most were 1. the para-beetle/spiny bridge because the spawn timing depends on how quickly you move forward, if you move incorrectly you end up with an unsurmountable gap, 2. the fireflower spam area because it's basically infinite damage boosting, that's just super messy because you're practically invincible (well, goesfor all areas with tons of powerups) and 3. the skull platforms on tracks spawn as single block wide platforms, I generally don't like single block platforms. Would non-tracked skull platforms (or regular moving platforms on the track) not work here?
I didn't finish it, got to the skull platform area once and generally failed at the spiny bridge.
which area did you mean you can jump instead of spin? i thought i made sure i covered my bases in that area ><!? (i am sure there are parts where you can jump regularly, but its much safer and faster to spin)
Mostly sidestepping spinies (e.g. the ones after the three ?s can be avoided by using some momentum to jump higher), jumping over the thwomps in the back-and-forth area into the first gap, using a turtle shell to kill those piranhas after the pipe, etc. Just generally trying to avoid spinning on breakable blocks![]()
Continuing on from "Tapioca Trail - 1" (C51B-0000-006A-91E1) an easy going level styled to fit in with Super Mario World's level design, I decided to make a castle stage with the same design principles. I'm really surprised how well it turned out, considering out of all the stages I've made this one took me the least amount of time. Difficulty wise, I wanted it to be in between Chocolate mountain and Forest of Illusion this time around. I'm going to start calling this series "Lost levels" as I'm emulating Nintendo's work with these.
I really hope you try this one and let me know how it is, difficulty wise. There's 3 hidden 1-ups, as usual-- and a few shortcuts.
Lost Level: Bowser Jr's Castle
(22A2-0000-006C-09A7)
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Even my daughter hates the don't touch levels and she's 3!
Whoa!
Here's a way to put a checkpoint in your level that will only work once per person...but maybe that's all you need.
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Hint: the checkpoint is on this screen.
Man, I've finally hit a solid bit of 'creators block'. I was working on a sequel to my Game of Thwomps level and halfway in it felt like my brain just shutoff and I couldn't think of anything that felt like a good level design.
If this popped up on my screen, I would immediately swipe it off my Wii U pad. With my middle finger.I wonder how long it'll take me to finish this level in one go, so I can finally upload it. Furthest I managed was the part with the falling blocks before the top of the flagpole.
I'm sorry, GAF.
Eh... I don't consider that to be a checkpoint.
I noticed this all coming together when I first played the stage, by all means toot that horn.Not to toot my own horn, but my favorite thing I came up with for this level is this thing:
*explanation*
Man, I've finally hit a solid bit of 'creators block'. I was working on a sequel to my Game of Thwomps level and halfway in it felt like my brain just shutoff and I couldn't think of anything that felt like a good level design.
Man, I've finally hit a solid bit of 'creators block'. I was working on a sequel to my Game of Thwomps level and halfway in it felt like my brain just shutoff and I couldn't think of anything that felt like a good level design.
i like them for the creativity (especially the crazy ones) but yea i understand lol
This was a good level. Well design for the most part. Difficulty wise it is pretty tough. There are a couple bs parts though.
You should never have thwomps the player can't see hit them. I would adjust that part. Being blunt itvis 100% bad design to have obstacles that kill the player before they can even see and react to the obstacles. Either get rid of them or force the player to a position where they can see them. Also, the second bowser juniour fight has the same issue I got killed when I hit the p switch and he just fell straight into me unexpectedly. Just lower the ceiling so the player can see him. If you were going for surprise its surprisingly frustrating to die without warning at the end of the level.
The first bowser junior fight is pretty tough. All those pirahna plants and shells really amp up the difficuly and the clown car has a tendency to push you into the lava. I found the feather after a few tries which makes it way easier. Its certainly harder than choco valley imo. More special 1-4 difficulty.
I have time to roughly play 4-5 levels and give feedback on.
any difficulty is fine (just no troll shit)
also i just finished my latest level
Spinning Madness 2
2155-0000-006B-D431
let me know what you think and i can give feedback on 4-5 levels in about 1 hour from now (need time to play them and eat)
Whoever designed the boss in Gnat Attack to have so much HP can burn.
Whoever designed the boss in Gnat Attack to have so much HP can burn.
I have nearly thrown my right arm out twice trying to beat that shitty, shitty boss. I want Builder Mario, damnit! ;_; This makes Kaizo levels look like 1-1.
pro tipJust tap it very very fast.
New level:
Here's the 4th Super Mario Planets level AKA Bowser Jr's Bob-ombastic Floating Castle! Finally done! I playtested it to hell and back. Spent 15 hours on it, dressing it, designing a fair first boss fight, first castle level, biggest level I've made yet. All in all I think it feels quite like a traditional Mario level.
Code: FF1F-0000-006C-6378
Who is controling Bowser Jr?
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Here's the first three levels :
Planet 1-1
D5CF-0000-0059-461C
Planet 1-2
DF9E-0000-0062-85F4
Planet 1-3
BF98-0000-0059-D03C
Feedback:
To come!
New level:
Here's the 4th Super Mario Planets level AKA Bowser Jr's Bob-ombastic Floating Castle! Finally done! I playtested it to hell and back. Spent 15 hours on it, dressing it, designing a fair first boss fight, first castle level, biggest level I've made yet. All in all I think it feels quite like a traditional Mario level.
Code: FF1F-0000-006C-6378
Who is controling Bowser Jr?
![]()
Here's the first three levels :
Planet 1-1
D5CF-0000-0059-461C
![]()
Planet 1-2
DF9E-0000-0062-85F4
Planet 1-3
BF98-0000-0059-D03C
Feedback:
To come!
How come I haven't seen a single good Japan-made SMM level? The majority of them are automatic stuff. The state of Japanese game design...lol j/k
Thanks for playing. For clarification, when you say that the Chain Chomp finale is easy to miss, do you mean that it's too easy to take the alternate route, or that the Chomp didn't always spawn? Both of these were lingering concerns when I published, though in the latter case, I thought the timing for running off screen quickly enough to avoid the spawn was enough of an edge case that I didn't mind rewarding good players for it. The end of the level does feel pretty blank when that happens, though.
Just tap it very very fast.
Bah thanks I put the wrong number in 1 spot
8CB6-0000-006A-8481
Do these types of levels get stars? They're just so shitty.
I really wish you could add hit points to enemies and make certain enemies required to be defeated before a door or pipe appears.
Bosses feel kind of lame. The only solution is usually to set up some convoluted system where you use Clown Cars that are required to progress, or Kamek/SMB3 Bowser who need to destroy blocks to progress.
The majority of boss fights people seem to set up are easy to just jump over or tank a hit and run past. When it's clear they didn't intend or want you to do it that way.
Donkey Kong™'s Creepy Castle
3DA4-0000-0069-F3E1
Here's the 4th Super Mario Planets level AKA Bowser Jr's Bob-ombastic Floating Castle! Finally done! I playtested it to hell and back. Spent 15 hours on it, dressing it, designing a fair first boss fight, first castle level, biggest level I've made yet. All in all I think it feels quite like a traditional Mario level.
Code: FF1F-0000-006C-6378
lol, that's amazing.I made a level based on this gif
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It's called Yoshi Must Die.
It's a level where Yoshi dies. A lot.
173F-0000-006C-6B76
I really wish you could add hit points to enemies and make certain enemies required to be defeated before a door or pipe appears.
Bosses feel kind of lame. The only solution is usually to set up some convoluted system where you use Clown Cars that are required to progress, or Kamek/SMB3 Bowser who need to destroy blocks to progress.
The majority of boss fights people seem to set up are easy to just jump over or tank a hit and run past. When it's clear they didn't intend or want you to do it that way.