Just made my first course. I feel pretty good about it.
Anyone want to try it for me?
Road to Babylon
119F-0000-0064-0AF3
Let me know what you think.
The thing about multiple paths like this is there's nothing to focus Mario in any one place so you can just run past everything, which is exactly what I did. Your placement seems good but you need to funnel Mario toward things. Maybe keep your next level a little smaller, really focus on what you expect the player to see and do, and go from there.
Guys, guys!! I just finished my latest level, and I would love some feedback/impressions! I worked really hard on the design, and pacing.
Rescue in Sky Fort!
Stage ID: 42B9-0000-0064-111F
And if you enjoyed that, be sure to check out my other stage! It's similar in scope, and I utilized a lot of the experience in this stage to build the Sky Fort one.
Big-Tall Mountain
Stage ID: 9BD9-0000-005E-AF76
Sky Fort: I'm the last guy to worry about this stuck, but the sense of place is way off in this level. You go into small-looking ship-like areas and emerge in a giant open castle. Is this sky fort supposed to be way bigger on the inside, like the Toad Houses in SMB3?
As for the actual stage, it's sort of open in the castle but the level design is really tight. I loved the loop back around with Yoshi. I dug the first hidden 1-up, classic placement and it also provided the way back. Just very sharp work there. Probably too many mushrooms though, it felt like they were everywhere.
Also Gsnap has a much better collection of feedback than me so go read his post again!
Big-Tall Mountain: Man, you gotta lay off the mushrooms! They are outta control here! Really fun stage, love the main gimmick and the grand finale makes me jealous it's not in my stage. The subarea exit spits you into the middle of a giant death pit though which is problematic.
Shell Dome
E489-0000-0046-D2E4
Playing Big-Tall Mountain made me realize I hadn't done this level and yeah sure enough they play pretty similarly. I hate maze stages but this level does it with purpose, and it's fun! Execution is top notch. Wearing the Spiny helmet makes you feel like you're getting away with something, which is what every power-up should do.
Not sure why I didn't sub to your levels before, but I'm doing it now!
Starts as an old-school SMB3 airship stage with isolated platforms and then goes in for some more traditional rooms. I liked it a lot, but those one-way blocks on the pipes were pointless -- there's almost no way to go back into the one, and why would you want to? It just clutters up the stage unnecessarily. It's so easy to have pipes drop Mario from a height he can't reach -- and if they find the hidden propeller suit and get back in anyway, why stop them? Might as well reward their work if they want to do bizarre things.
an unlikely elevator service - my second attempt at a vertical level. this time it's far more focused on that aspect. more or less exploring some ideas. yoshi/kuribo can actually help a lot with the feeling of 'going up' in interesting ways.
cee1-000-0064-317f
All these vertical, and often blind, jumps make this level a pain in the ass. I beat it but I was really annoyed with how hard it can be to get the flying shoe into the pipe. You have an eye for pairing elements together but Mario Maker isn't great at handling vertical elements so you have to be careful if you're forcing the verticality of a stage.
That said unlike another vertical stage posted in the thread, this one did feel like I kept climbing up, so you nailed the feel.
Level: The Fastest 20 Seconds
Course ID: 418c-0000-0064-3DAC
I would really appreciate any feedback. Please try my level, it's only 20 seconds long!
I beat your level. It didn't take 20 seconds. What sort of feedback do you want? You already know exactly where I jumped, exactly what I did. Would I change anything? Yeah I'd probably make that last jump a block shorter so you're not screwing people out of near-perfect runs.
i think that if you have to use arrows to show where to air stall, you've already lost the game.
Also, this. It almost feels paint-by-numbers.
Ganon's Lost Shrine (7EA2-0000-0064-3CE9)
The level starts good -- Zelda level that doesn't try to be an obtuse maze, good -- but then you ask the player to make a blind leap down and immediately throw Podobos at him, and then that running sequence is the last thing I would associate with Zelda -- and there's no safe spot for when you're going from one P block to the next.
I found this a bit tedious replaying the vine bits but that may just be the fact that it's 3 a.m. and I just before got suckered into playing a damn Kaizo level. Also I was hoping to play as Ganon, damn it.
Going to bed now!