3 more videos:
Firey Choices-- 9975-0000-00C3-323B
Could really use some feedback. If anybody else wants to give it a shot, that would be great too!
https://www.youtube.com/watch?v=eD2733pFEDU
A demanding obstacle course, which does something not usually seen in this type of levels and offers you 3 different routes to take. I could only beat one of them, the other 2 seemed too difficult and I was already a bit stressed after sucking repeteadly at SMM again. Anyway, it´s a nice detail and serves to differentiate this level from all the fast obstacles courses out there.
The second Mega Thwomp in the main path was too tight and after taking the jump Bowser flames will spawn from the right. If you didn´t make the fall perfectly the flames may force you to move a bit to left, so you won´t be able to get out of the way before the Mega Thwomp gets you. I would tweak this a little, because without getting through here once there´s no way to foresee the flames and I think all obstacles should be clearable at the first try.
I´m not sure about this one, but in the lower path I think there´s a jump you can´t make if you´re Big Mario (I died there on one of my attempts, I think you won´t have problems locating it but let me know otherwise).
The "extra" paths look really scary: one features really tight jumps with spikes and the other one has bouncing flames, lave pits, Hammer Bros and fire bars forcing you to deal with the Bros while the path opens. They provide a nice challenge for players who´re up to them. I think it´s a great idea branching the paths, as putting all obstacles in the main path would´ve made the level too hard and long, nice design decission. There are many different elements, but the challenges are well separated so it doesn´t become a mess and everything is well structured.
I found very original the jumps over spikes with Koopas between them, the last having both a Koopa and a Spiny. It was a nice evolution of a simple challenge using simple elements that totally changes how the challenge works. Very clever!
There´s a Super Mushroom at the start which can be easily skipped, it´s a nice secret however after many deaths it becomes a bit of a chore having to get it (you have to wait for a ParaKoopa to bounce on him and reach a higher ledge). Maybe you could make it more accessible.
Conclusion: Challenging obstacle course with 3 different paths to destroy you in many ways.
The Infamous Red Shell Heist (B7D7-0000-00B9-07BF)
https://www.youtube.com/watch?v=sFT5g2oVLhg
I enjoyed this one. It´s a very fast paced obstacle course in which you really have more time than it seems, but the sense of urgency is nontheless well achieved: the pacing is fast, the SFX add to his urgency and you won´t know about the time being more than enough until you reach the goal. The obstacles themselves force the player to run continuosly without any other subterfuges like automatic scrolling or moving platforms (except for a little part). So the main objective, which is to communicate this urgency to the player is correctly achieved. There are also some safe platforms along the path which you´ll probably never use after a few tries, but are nice to separate some challenges and provide the player a place to get together, specially in the first tries.
You have to take a Red Shell with you from the start in a sequence that kinda reminds of stealing an item from an altar in a temple and firing up all the traps to escape in an Indiana Jones-y way. Many challenges very well communicated in advance to the player through coins and arrows; i really apreciated that. The whole level is short but intense, I don´t think it would really benefit from being longer: it´s designed as a short burst of adrenaline and achieves this perfectly.
A think I specially liked is that it uses few elemens, mainly Thwomps, however they provide a number of different challenges. This helps to keep the level consistent and also allows the player to instantly identify the challenges even when running at full speed.
Only minor complaint is the last Thwomp, which will most likely get you the first time as there´s no way to spot the platform that stops your fall with enough time to dodge it, dying there right next to the goal felt a bit trolling. Some coins next to the safe wall would be nice. However in no time I was back there with the lesson learned, the level being so intense and short helps in easily convincing the player to try again. The Blue Skull platform is also a bit glitchy as it´s easy to slide between each skull and fall to your death when you don´t know well how it works, but this is more Nintendo´s fault.
Conclusion: Nice short burst of adrenaline in a fast paced obstacle course with good guiding and consistent mechanics. I had lots of fun with this course.
Bombé Alaska Jail [HARD] ID: 4C5F-0000-00C3-9C1D
https://www.youtube.com/watch?v=8XLWwODq-xE
Another obstacle course, but less linear this time. Lots of different elements (Cannons, Grinders, Skull Rafts, Piranha Plants, Fire Piranha Plants, Moles, Fire Bars, Blasters, Donut Platforms, Falling Platforms, Mega Hammer Bros, Ice...the list goes on). Maybe there are too many different things, it would´ve been a more memorable level had it focused on less elements and given each one more importance.
The level flows well, you´ll instinctively advanced at a much faster pace than what´s really necessary, maybe because of the anixety created by all the surrounding enemies which in fact can´t get you at most times. You have to advance in all directions at certain points, so even if main path is linear this mitigates this feeling and also allows for some small shortcuts. I liked the part with the Hammer Bro: you can choose to get the Mushroom and make the challenge easier, or get the Fire Flower and go through a harder version. It´s small things like this that make this level feel less linear than it really is. A simple and elegant setup with more implications, very intelligent design.
I didn´t like much the section with the blue Skull Raft, the beginning and the ending were nice, but all the part in the raft itself doesn´t add anything: you just have to stand still and let the raft safely take you next to the falling platform.
Conclusion: Nice short and challenging level, but the lack of focus hurts it.
Pending:
Neki said:
Traveller of the Cosmos
A257-0000-00C3-2EFF
Will upload the video and review later today.
I´m opened for more submissions, so bring them on!
And now the obligatory self-promotion:
RtDL7: Cookie Mountain Mine
CBAD-0000-00C6-7A5C
Mario´s journey has taken him to Cookie Mountain. Things have changed a lot since Mario last visited this place and now the mountain is a mine from which Bowser is getting the resources to fund his army. The uncontrolled drilling of Bowser´s minions has severly damaged the structure of the mountain and serious seismic activity is taking place more frequently in the zone...
Mario must descend deep into the mine to sabotage it, but...will he be able to get out?
I´d love to hear what you guys think of this one, I think it´s a new style on what I usually do.