New level. Would like to get some feedback here or in Miiverse.
Big Brain Academy Bros.
9C1F-0000-0037-12F1
Not a platformer but a logic game. And Dr.Lobe is the protagonist. Can you answer everything correctly?
Okay I was up waaaayyyyyy too late last night building my first "tower" type map. I'd appreciate anyone who wanted to check it out/give feedback!
"The Tower" (367F-0000-0035-6FDF):
To me it's moderately difficult, but not unfair - and there's lots of help scattered about in the form of a mushroom. You climb a mechanical tower and - after a little Castlevania homage - confront Bowser in a battle that's hard to lose but still feels good.
Bowser's Underground Lair
Code: 23A4-0000-0035-251E
Concept: Bowser's following you through the level, but can't attack you directly at first. Flee and watch out for where and when he jumps! (I playtested this fairly long. Was tough to make him follow you until the end.)
"Hidden" 1-Ups: 3
I haven't unlocked anything from category 5 and I've been creating a level/using every item for a while. Am I missing something?
Ah. I missed something. Should have tested more. The idea was to make the player use Yoshi to bounce on the sawblades at the end to get to the exit. I'm not sure why I didn't account for that.Good idea here with the no death/ instant retry setup. Sets the foundations for a more involved cape stage.
I'm not sure if I went outside "the rules" so to speak near the end where after fumbling the flying bit immediately after diagonal descent through the sawblades I just flew up the exit from the ground level.
More importantly: I played Flying Spring 2 which is a huge improvement on the original idea, just the right level of obstacles ramping up in logical fashion, very good.
I haven't unlocked anything from category 5 and I've been creating a level/using every item for a while. Am I missing something?
I think we should start implementing a rule that you must comment on someone elses course before posting your own (I'm not directing that at you, just a general statement). That way we won't have levels getting lost to the last few pages, etc.
What do y'all think?
It's for when they come up in your 100 Mario challenge, you never know when you might need extra lives after a kaizo level.
i think it's common courtesy that, if someone plays your level and critiques it, you should take a look at one of theirs and return the favour
not everybody's doing it, unfortunately, but you can't really impose something like that as a "rule"
Argh, the last change I made was making the mushrooms come in later. Thanks for the feedback, definitely wanted this to be a prototype for a future level like this and this all helps a lot!Maybe add one more mushroom that comes in earlier than the rest, first time you enter it's like OH GOD WHAT'S HAPPENING?! which probably leads to a few quick hits from the enemies.
Someone wants to try my first uploaded level? No one played it so far...
It's an airship level and the main concept is to jump on the bullet bills and cannonballs to not fall down. I tried to have the difficulty rise from start to finish. Any feedback welcome:
9120-0000-0037-02C4
Great concept, and the death traps were hilarious. There is a slight bug, though, in the "how many 1UPs" puzzle where if you scroll too far to the right to see the range of possible responses, you can't go back to observe the 1UPs again as they have disappeared. Unless you're okay with this by design, of course, much like how the last puzzle is also a memory/attention test that you can't go back to check.
I checked this one out. The main hook is nice, and I really liked the small backtrack after grabbing rhe leaf.
It only needs a few tweaks.
One, get rid of that damn boo near the thwomp! It made the puzzle your going for feel cheap!
Second, maybe make the leaf come out a dispenser pipe somehow? I grabbed both the main leaf and the hidden one and... lost it to the thwomp
Finally, lose that final boo! It disrupts the reward feeling when you think you're just about to beat a level to either slowly lure it out of the way take the low route. Either way it's not as satisfying.
Nicely made, and also how I learnt the hard way that you can't bump into a donut block from the side. Bowser is perhaps a little easy to skip, but that's par for the course in a Mario game.
Ha, that must have taken some doing! Glad you had fun, I definitely appreciate you giving them a spin. The one you didn't play, Mole Mountain, is a bit like the two you seemed to like the most, so if you're interested in more of that, it's definitely in the same vein.
Wohoo! It feels nice when someone played a level I made and leaves a comment+critique Much appreciated!
And I guess you're right. I think I would get rid of that Boo. Even though, the base of the level is based on him (That's why the title of "The Little Guardian, haha, he is supposed to guard the entrance of the door while Mario tries to get rid of the blocks with the bombs), but yeah I think it just add unnecesary challenge. I experimented by adding a hammer bros but that was even worse because you didn't even saw the hammers falling. Thanks for playing my level will make those tweaks as soon as I get home.
Made a bunch of courses. I think they get better as they go. That being said I am pretty happy with how they all turned out. I tried to stay true to the Mario conventions, lead the player to the paths, have risk/reward areas, avoid cheap deaths for the sake of being cheap and build in memorable sections. I've cut down on the different type of gimmicks in the level too so as not to overwhelm the player with different enemy types or scenarios. I'm absolutely in love with this game. Anyway here are my levels so far. Let me know what you guys think!
World 1-Z (6281-0000-001B-3C8E)
World Z-2 (D95D-0000-001C-903C)
World Z-3 (AA21-0000-0022-2057)
Castle Z-1 (993E-0000-0026-1CA1)
The Secrets of Airship Z (ECAE-0000-002E-BAC8)
Which Way to Wiggler? (1757-0000-0032-1BAE)
World M-1 (FECA-0000-0034-A678)
Dry Steve's haunted Mansion
Course ID: BC1A-0000-0038-2B29
two things I noticed while playing today
I wish the Mario World tile set's spin jump changed which way you're facing randomly. unless it just hasn't happened for me you face the way you were facing every time.
and I wish we could control item blocks more, like ones that have a power up in them but only if you have a mushroom already.
You can enforce that second request by putting a brick tile underneath a question block (with a flower/star/etc). That way you have to be big to break the brick in order to get the better power up.
Not exactly slick, but it works.
two things I noticed while playing today
I wish the Mario World tile set's spin jump changed which way you're facing randomly. unless it just hasn't happened for me you face the way you were facing every time.
and I wish we could control item blocks more, like ones that have a power up in them but only if you have a mushroom already.
You can enforce that second request by putting a brick tile underneath a question block (with a flower/star/etc). That way you have to be big to break the brick in order to get the better power up.
Not exactly slick, but it works.
Ah that's an interesting idea. Aesthetically sorta annoying, but smart.
My newest creation. Went with the SMB3 Haunted Mansion style. I'd say it's pretty similar to what you would find in a regular Mario game with a few twists. It's also pretty fair difficulty wise.
Let me know what you think!
how did you guys get the thumbails of your levels?
um i cant see the ID number on courses anymore....???
even other peoples courses i cant see the ID. anyone know why?
Finished my first stage. I already know one small tweak I want to do at one point, but feedback would be appreciated.
Tracks of Fury
79E6-0000-0035-1631
There are two hidden one ups, as well as a secret sub world. I tried to give hints as to some of that stuff. The first one up is a bit painfully obvious with all the arrows though.
I almost feel sorry for Bowser's troops now, this is why Rosalina doesn't get kidnapped.
I beat Rise and Fall after about 4 tries. Overall, though there were some good ideas in there (magikoopa boss fight was fun), the level came off as messy and unfocused to me. It wasn't particularly aesthetically pleasing, there were a few too many enemies and things tossed in for no good reason, and the dead ends were annoying to me rather than amusing.
Regardless, I still gave you a star, because god knows we all need 'em. People really, really need to stop being so stingy with their stars.
My newest creation. Went with the SMB3 Haunted Mansion style. I'd say it's pretty similar to what you would find in a regular Mario game with a few twists. It's also pretty fair difficulty wise.
Let me know what you think!
This turned out short, simple but somewhat difficult. Happy if someone finds it worth their time to pass it (and grab the 1-up).
893F-0000-0038-3858
Relatively straightforward and a very large spacious level. (I tried to jump across the large gap to the P-switch at the start to see if I could skip practically the entire level - I failed. In terms of enemies, I didn't feel in danger at any time, so I reckon the threat level could be notched up a bit.
Tap the ID block on the level card and it will show it.
how did you guys get the thumbails of your levels?