A new level, some picks from the sea, and a wall of feedback.
My level:
Perpetual 'plosion
Edit: remade the level
Explosive escape
This level is sort of similar in theme to the level
Heavenly rhythm I posted earlier in that it is based on appearing and disappearing platforms. However, whereas Heavenly gives you all the time in the world (well, a counter of 500 at least) to judge your steps, in this level platforms are promptly destroyed for good as you proceed forcing you to move all the time. It's not a dash level though, since you need to wait for the right moment to proceed sometimes. The idea is that there is constant tension when you know you have to move but at the same time need to wait for the chance. It tries to capture the feeling of action movies where the hero is on a burning car falling off a cliff and has to make that totally impossible jump to a helicopter just before the car explodes - or something like that.
The level works on timed elements moving on tracks, which are a bit of a nightmare to time right in Mario Maker, so it's possible the whole thing breaks at some point. I've tried to play test it, but it's difficult to test a level based on reactions when you know what to do. It's supposed to be challenging but I suspect there may be a couple of spots that are more difficult than intended. I try to teach how the level works in the beginning, and try to avoid unexpected traps. Anyway, feedback appreciated, especially if you happen to break the level of feel the traps are not communicated well.
I played some levels from the recommendations in the bookmark service, and these two were very good in my opinion. The first is a skull ride, the second is a more traditional castle.
https://supermariomakerbookmark.nintendo.net/courses/4DA2-0000-01B2-B6A3
https://supermariomakerbookmark.nintendo.net/courses/A34D-0000-0199-0C22
And here's a castle my girl made:
Castle by Kaisa 5 years old
It's super short and simple but I was actually surprised at how sensible it is. Thought I'd share it as well.
Then some feedback:
(In response to my own level,
Test chamber
Fun level! Even with all the nods to Portal I somehow didn't see the 2nd half of the level coming.
Thanks! Yeah, it takes a lot from Portal, which I think was a great example of gameplay driven narrative. Of course, the second part is the "real" level. The puzzles in the first part are there more to distract you. They are not terribly exciting, and it's easy to just cheese your way through, but that's ok. I mainly needed a reason to send you to the "results rooms" via pipes, because I needed them to be in the sublevel.
This level is quite a spectacle. It's hectic at times but not very difficult due to all the powerups. The machinery you've built is quite impressive, but on the other hand it takes some screen real estate so that the actual play rooms are fairly small, limiting what you can do. It's fun, but it's also a little bit long.
So, I was a bit inspired by redoing my first-ever stage, and I decided to take another crack at another one of my early ones. This one, called Mole Mountain, I liked the first time, but it never got the sort of response I was hoping for. I took another look at it and saw a lot of things I didn't like as much in hindsight, and some opportunities to change some stage elements to make them fit the level better. I had this big jump right at the start, which was a really dumb match for what was otherwise a very easy stage. I also added newer stuff like smart power-ups, a checkpoint and smoothed it out a bit for speedrunning. The result is
Mount Molehill!
Please enjoy it!
This is a fun and basic level. This could definitely be at the end of world 1 in a Mario game. One thing seemed a little off though: There is wide pit midway through requiring a running jump while nothing else requires running. That's something that probably wouldn't appear out of nowhere in world 1. Of course it's easy for any Mario player, but it felt like it was a more difficult single element than anything else in the course.
I've made a trio of levels called Follow That Shell, and the third one has an abysmal completion rate of 1.58% as of right now. I've posted them in this thread before, but that was many, many pages ago. Give it a shot if you want a challenge, or try one of the earlier ones if 3 is too ridiculous to start off with.
Follow That Shell!
These are quite fun. I played 1 and 2 since you said three is difficult and I wasn't in the mood for that. They were different than what I expected, though. I was thinking I would be running after a speeding shell, but in fact the shell goes sometimes really slowly and bounces back. What you need to do is not that difficult, but what makes it challenging is the fact that you have to really keep an eye on how the shell behaves, yourself, and the cannons that spew goombas - elements on three different heights. One thing that was annoying was the fact that the shell sometimes reverses so far back it will disappear unless you backtrack yourself. I felt that happened too easily and I didn't feel I should be punished for not knowing that.
Made a more traditional level. It's designed to be run fast, but I think even a novice could beat it with patience.
Spin Jump Spike Run
I tried to speedrun this, but I couldn't, so I just went slowly. Which was fine, it's a nice level. I then read your comments about having to mix normal and spin jumps to dash through. I really don't see how the player would easily see how this should be done except with a lot of trial and error, because there aren't any cues on when it is safe to do a normal jump. If you want the player to try a speedrun (like the name suggests), there should be something to tell the player how each jump should work: a coin pattern, enemy color etc. And you also need to teach the player how to read this.
It wasn't fair to drop a giant wiggler on my head out of nowhere almost immediately after emerging from a pipe...
I don't usually like forced movement levels that much, but tried to make one that has a flow to it and fun to play once you get the hang of it.
Daring Dungeon Dash
Bookmark: EA3A-0000-01CB-A504
I like dash levels, and this was very fun. But I don't think autoscroll is what you want here, because it's too slow and the player either has to hold back or risk running blindly to the very edge of the screen. Instead use the timer of something else that suggests running like a long stretch of thwomps.
I'm back again! Finally got completely burned out on Xenoblade X after around two months of gameplay, so I figure I would go back to making Mario Maker levels.
I wasn't sure what to do, so I went to a random theme generator and the first result was "Cyberpunk", so I made a level that tries to invoke an oppressive cyberpunk theme.
Neo-Mushroom City
The theme is nice. The part where you have trampolines and spinys dropping on you from above the screen felt unfair though. It was pretty much impossible to dodge them without knowing what was coming.
Junior's Airship Hangar (A classic autoscrolling airship level with a short fortress part)
This was tons of fun. I like it how it combines SMB3 castle and airship styles and both really feel and play like they look. It has some challenge, but it's always fair.
I made me a SMW style Underground course. I feel like there's a lot of Super Mario World specific elements missing, but I did what I could.
Pesca World: Spike Top Caverns
Let me know what you think.
This was very fun too. Like the level above, this plays and feels like the theme suggests. Nice ramp up of difficulty, but not too difficult.
I'd like a bit of feedback on this level I've made, Tick Tick Boom. It's a series of short agility and puzzle challenges, the twist being a fireball on a track which sets off a p-switch destroying the room if you're not quick enough. I'd like to know where the difficulty sits, I thought it was pretty reasonable but my wife found it really difficult.
https://supermariomakerbookmark.nintendo.net/courses/27DE-0000-01A0-3441
I had this buried in my bookmarks until now. I really like your other levels, so I had high hopes and wasn't disappointed. I think the difficulty is very reasonable for a seasoned player, although you could allow the player to stay big instead of forcing a hit after the checkpoints. The only thing where I had trouble was the first POW block because I didn't know you can drop it without activating it to create a step. I guess that is something you could explicitly teach the player in the very beginning. (I couldn't pass your other puzzle level earlier because of this same mechanic.) Other than that the timer mechanic is brilliant and I use some of your ideas in my level.