On the subject of checkpoints. this is my two cents. I prefer if they are after a difficult section. If you're prone to skipping a level because you have to redo the earlier, more mundane sections, then those easier sections shouldn't be so long or they should be easy enough to breeze through once you know what you're doing. I'd rather someone call my level terrible than mundane, something I heard about Hopsichord.
Ultimately I don't take any pleasure from my level not being beaten. So checkpoints will allow me to make a more challenging level, without forcing the player to play perfectly every time.
My main concern is about the player character turning big, because the reason I like using costumes is that it allows me to give the player a second hit without having to design around different player height. Sure I can force the player to be hit, but it's not a solution I like. Designing the underwater sections of Snake Oil with Super Mario in the mix would have been hell.
[*]4:00 Snake Oil (3927-0000-00C3-B9FA) by Axiom: Nice level, I specially liked the underwater parts, great use of angry Wigglers to set the pace and make it challenging. The big Wiggler underwater was a very cool moment and totally surprised me (even though I had already played this level last week). Overall, this level is a great example of how to develop a mechanic and use it in different and interesting ways. Wigglers are used mastefully in different ways through all the level and few different elements (fire and Chain Chomps) are thrown into the mix from start to finish to create a consistent experience. Very solid level mechanic-wise.
BTW, what´s the story being told? I thought like I was missing something.
Tight and solid level with great underwater parts and very good development of the main mechanic (Wigglers).
Now, more feedback:
I loved it, but the first time you come out of the water is really confusing. You intended to suggest a loop there, when in fact it's not a physical loop, but is supposed to suggest time has passed and the Wigglers hatched? At first I thought I made a mistake and missed a path, it's only in retrospect after beating the level I guessed the intention (if I'm right). The settings and action are very well done, though, like the use of Foreman Spike or the high quality of the underwater parts.
In response to this and all the wonderful feedback, like with They Follow I'll provide a little post-mortem on Snake Oil.
If you'd like to give it a go before skipping over all this text spoiling the whole thing, you can find the level here
http://www.mariomakerhub.com/makers/OhAxiom
First my internal rules whenever I go to design a stage -
- This is Mario Maker not a mainline Mario game, thus I take a cue from the Donkey Kong Country series and ensure most levels have some kind of hook, ideally related to gameplay that leaves an impression.
- Design in a way that never requires a one way block or arrow. Use them if needed, but try to make player direction natural.
- Take into account the sound and music. Ensure sound effects always have a clear purpose and are not arbitrary. For example in They Follow. there is no music, but I tried to keep things from being dead silent through the use of burners. There is only complete silence at any part of the stage once you open the final door.
My main wants for Snake Oil were to a) design an underwater section I would enjoy and b) design an air-ship stage that takes into account the inherent movement of the screen.
Focusing on the "Snake" water first, my main frustration with water stages is that people seem to design them one of two ways:
- Tightly packed and full of enemies that are annoying without a flower (so even if you give the player a flower, if they lose it they stop having fun)
- Incredibly open which tends to make things very slow and can even invalidate any obstacles you offer up.
So for Snake Oil I wanted to flip the switch on that and make the water fast paced, with clear obstacles and direction. The wigglers are invaluable to this, but are incredibly hard to test around and ensure consistent behavior from.
Seriously, try it.
Angry wigglers have this habit of just not chasing you after a while, which had the side effect of requiring me to keep the water sections short and designing everything with a dual purpose. I had to keep the player moving in a clear way without feeling boxed in AND ensure the wigglers never break pursuit. These two things are at active odds with each other.
This can still happen, but I've tried to minimise it as much as possible. At the end of the day, I'd rather the wiggler's break off their pursuit than have player feel they have no freedom of movement. Which would defeat the point of placing anything underwater and just render it a slow version of an above ground area.
The Big Mama wiggler at the end was even more difficult, as I had to playtest the player going in multiple directions with the wiggler acting appropriately in every instance.
There is an ideal player movement I've tried to encourage, but one of the most valuable things you learn from watching people play your level is that you can't count on a player doing what you want - indeed I've found the more experienced the player is with Mario the better odds there are of them not following your obvious coin trail.
Don't get angry at a player for playing in an unintended way, design with that in mind as best you can without invalidating the core idea of what you want to do.
Onto the air-ship, or the Oil.
When it comes to air-ship stages my biggest pet peeve is that there's often far too many 'off-screen' obstacles and platforms. Testing an air-ship stage is difficult because you'll need to play the level from the beginning every single time to properly test the effect of the screen movement on your layout.
The air-ship (which I didn't make clear enough was an Oil Rig) is a complete exercise in subtlety and as the feedback demonstrates, what I consider the biggest failure. What I wanted to do was to have the player make a change to the 'world state' and not even realise it until they returned to an altered earlier section.
The idea being I force the player to hit the 'big' Mama Wiggler and her kids start running about all pissed off. The mistake there is that in trying to be subtle, the player doesn't register they did anything special when hitting her.
Obviously there is no way to change the world state in Mario Maker, so what I did instead was duplicate the air-ship and not clue the player in. I've not seen anyone even suspect this until they end up back at the donut block. Which is a victory.
However because the player isn't as familiar with the level layout as I am and don't have one clue what I'm going for, most don't tend to register that they are in the same place. They instead assume for a moment they've backtracked but conclude they're just in a confusingly similar section of the stage
I built to the height limit in the first portion of the level, showing you glimpses of places you cannot get to through the camera movement. Then I built the 'duplicate' a few blocks lower so these places that were glimpsed are now reachable.
I think another reason this fails to register is a change I made later on. Initially the underwater sections were back to back. For reasons of pacing I moved the initial underwater wiggler pursuit earlier. However if I wanted to make it clear to the player they've 'changed' the level, it needed to be more immediate and obvious.
In terms of pacing and gameplay, it was the right move. But I did not foresee how this would make the air-ship hook even more obscure.
The wiggler "following" you out was a very last minute thing, but probably my favourite part of the whole level.
Hopefully in all this TL/DR there's some useful information for someone, and my previous TL/DR on They Follow is
here.