After getting completely burnt on "Super Mario Maker" and taking a break of one month and a half, I'm back on the game (at a more reasonable rhythm). My first priority was to resume my work on my latest series, "
Third Party Quest".
The pitch of "Third Party Quest" is this:
Tired of kidnapping Peach to have Mario save her right away, Bowser finally decided to kidnap Mario himself, lock him in a cell, then wall off that cell. Worried of not seeing him at the Smash Bros. dojo, Sonic, Pac-Man and Mega Man come to Mario's rescue: they'll go on a quest for Bowser's castle to free Mario from his prison and help him get revenge on the Koopa King.
After a level about Sonic, the next one had to be about
Pac-Man:
At first, I was puzzled about what to do with the character's legacy in a Super Mario Bros. context. Then I replayed Pac-Land and experimented a bit, and decided to divide the level into two sorts of sections: the top ones pay homage to each main area of Pac-Land, and the bottom ones are underwater and pay homage to classic Pac-Man gameplay.
I must say it worked much better than I expected, the underwater sequences in particular are IMO pretty fun (I'm not flattering myself, I feel more like I discovered them rather than I created them).
Next stage will be about Mega Man, but I'll wait to know if this stage is all right, just in case I have to edit it. Then there will be the finale, which is already 75% done.
Screen captures:
Previous level in the same series:
----
Feedback:
I didn't play the game for quite some time, so I won't even try to catch up, I'll instead focus on the latest published levels:
"Der Toad das Ende..."
CE62-0000-01A0-72C5
Like someone else said, it's very typically "Mario Maker". It's sort of fun, but I'd really have something tighter than that sort of chaos.
Well I changed some enemies and shortened some jumps and tries to spice it up a little. I hope everyone likes it better now...
Super Pesca Bros. 3: Airship v.2
Feedback on the changes would be appreciated.
I didn't play the first version, but I liked that one, I didn't find it too hard. My main issue is that I found it a bit too slow and empty, if I had died, I wouldn't have retried because I wouldn't have felt like going through everything again. I'd rather have denser action, something harder but shorter.
I also have a similar level that people can't seem to complete- and they're all dying near the beginning in a part I don't think is very hard. I would love to see what people think of it:
Robotic Platforming Buddy
That was an enjoyable level, maybe a little slow. I didn't notice any issue at the beginning.
Oh.. the worst part about making a level, Having to choose a name....
Edit: Whatever, names do not matter.. I think...
Timing is key
Like Inkwell, I loved this level, but then again, I subscribed to your profile anyway, I really like what you do. I'm a sucker for pure, old school design. The only thing that bothered me is that I felt there were some sequences with moving platforms and spikes where you can't avoid getting hit when you're big Mario. Other than that, it's great!
By the way, I played a level called
Perishing Platforms that I saw on the bookmarks page. I kept ignoring it, but finally decided to bookmark it when I was away from home and bored. It turned out to be one of my favorite Mario Maker levels so far. There's a few iffy sections, but I feel like it has the best use of tracks and moving platforms that I've seen. It's very focused on platforms and saws with tricky challenging platforming while not being annoyingly difficult.
Thank you for pointing this level out, I thought it was bloody brilliant.
That was a nice level, but the way it tosses mechanics at you makes it lose focus, and the experience feels disjointed. As a player, you feel more like a spectator than an actor, it's really "connect the dots" without any room for improvisation.
Mario Ex Machina
This could probably look a whole lot better. I don't think I'm quite artistically inclined or clever enough to do that though.
You know, I love
the glitch area in FEZ, and I used to think months ago: "I should do a glitch level in Super Mario Maker". But I never got to do it, because I didn't know how to handle it.
Your level is fantastic because not only you managed to handle it very well, but
is very funny and clever. Bravo.
Guys, I recently got this game as a birthday gift (best gift ever
). Finally made a stage that I liked enough to upload and share with you guys. Not the most creative, or challenging, or special by any means, but it's fun to play through.
I beat it twice, one with the shortcut and one in the proper way. I must admit I'm not a fan of "wall jump exactly here or get hit", but it's a good level, I gave it a star. I didn't really like its flow and didn't find it very fun, though. Maybe it lacks exploration a bit, but it could just be my tastes.
I decided to try and make a traditional basic stage for a change of pace
Precipice Pathway
Not much in the way of gimmicks, just a slightly sprawling SMW stage with a fair few secrets.
That was very fun, I loved the pacing, it's just enjoyable to run and jump around. The sound effect when you try to jump over cliffs going on top of the screen is a nice touch.
I got this game recently, and I think I'm done revising my first level:
Walljumping off the Cliffside
It shouldn't be very hard, but each revision has gotten very few hits, and most people quit VERY early on (judging from the death markers).
I thought it was a good level, even though it's not my favourite kind personally. I didn't feel there were blind jumps because there are always coins or arrows indicating the way, but if you want it to be popular, you should improve readability a bit since there are parts you have to more or less guess (the piranha plant pit, for example). Also, visually it feels empty and a bit lifeless.
Originally it was supposed to be a SMB3 stage but being able to grab the P blocks threw things out of whack sooooo SMB1 and amiibo costume it is.
Since dashing is the order of the day Meta Knight takes the stage here, his run and jump have a nice fluid feel to them that fits this.
There's one point in particular that I think could be a bit trial and error esque and its beyond the first checkpoint, I did place another coin just aside from the coin stairs in case someone decides to line their pockets with gold and then realise they can't reach the pipe but yeah it may involve flinging yourself into the fire pit for a redo if worst comes to pass.
Knighthood Nightmare
Like I said on Miiverse, I thought this was an awesome roller coaster level. The pacing is amazing, the challenge is varied while forming a consistent whole, it's IMO always clear what to do, it's very, very fun. The only thing is, I think you could put a bit more Meta Knight costumes to keep the theme (at checkpoints in particular), especially since most challenges don't imply getting hit and wouldn't be spoiled by them.
Here's another reworked level. I really went out of my way to make it look like the castle was falling apart. If you look carefully, you can see bricks coming loose and flowing away in the lava:
Lava Runner Castle
I admit I didn't get at all the idea the castle was falling apart in your level, but I really liked it! Like someone else said, the very first challenge doesn't give a good impression IMO, but the rest is great fun.
Here is the last one I made if anyone wants to give it a shot. It is purposely tricky and a bit difficult since I wanted to try my hand at something like that...
Uh-oh Cave Tricks
https://supermariomakerbookmark.nintendo.net/courses/671B-0000-018B-FBD2
671B-0000-018B-FBD2
The very beginning of your level made me go "nope". It's not that it's challenging, it's that it's IMO very annoying, the way Mario naturally wall jumps just out of reach of the blocks.
I admit I didn't persevere with this one. There are some blue/very fast skull coasters that hurl you to certain doom before you can understand what's going on (the one near the Bullet Bills in particular).
One Tiny Man in Two Tiny Rooms
I made this in about an hour, fiddled with it a bit, and just decided to upload it. It's a short puzzle level, but I'm sure there's something exploitative or game breaking.
Well, that was short, to the point, and very clever, I loved it! Since the area is small, you can afford to make something that isn't obvious.
----
You can check my levels in:
-
My (French) blog
-
SUPER MARIO MAKER BOOKMARK