The level felt much better. There's some tricky sections on the block snake. The "bowl" area in the level screenshot was tough. It wouldn't let me jump with the way the blocks moved around the curve, but I just made sure to not fall into it again. The only other problem area for me was when the block snake was destroyed. It's clear what to do when you see it, but I think people will die there once or twice anyway (it's not a big deal). I had timing differences where either 1 or 2 blocks wouldn't get blown up, which I'm not sure was intentional or not, but I think it changed depending on where I was standing on the snake when the bombs loaded in. It might confuse some people, but I wouldn't worry too much about it. I have a feeling your level will get an "expert" difficulty rating, but it may be one of those where the difficulty rating fluctuates between "normal" and "expert" depending on the day.
Thanks again for playtesting. I too feel the new version is better. Not necessarily because it's easier but because it's simpler. The problem with the curved tracks is probably due to Mario skipping between the blocks, and not being able to jump when in air. Well, it's good to know and avoid in the future.
The snake has to make zigzags between the pillars because the bombs need time to detonate. I use a couple of winged bombs in the end to allow the snake to go relatively directly, but there if you stand at the tail end of the snake, the bombs will spawn late and destroy the first blocks of the snake. That same issue occurs with the last bombs that destroy the snake - their position will depend on whether you stand at the front or at the back. This is something that can't really be fixed except by making the snake very short. Almost all of my later levels are at around 10% clear rate, most being labeled expert. I have some earlier levels that have a clearly higher clear rate, and maybe I should make a couple of easier levels for a change.
I've got 2 new levels today. Both happen to be NSMB castle themed.
The Dry Bones Stronghold
Difficulty: Easy or Normal
This is actually a major revamping of one of my original levels. It's a fairly typical castle level, but I wanted to release something to counteract the terribleness of the other level here.
Wall Jump Through the Fiery Keep
Difficulty: Expert?
This level started out way more difficult than it ended up. It's a bit unbalanced too. This is one of those levels that will take a bit of practice and memorization, but hopefully it won't be too horrible.
Dry Bones is straightforward, enjoyable, and not too difficult. Wall jumps on the other hand is way too difficult. I really like wall jumping, but the beginning of the level is just brutal with no powerups and hazards with very small margin of error. At least you could include coins to show a suggested trajectory, and a mushroom would be nice too.
Mega Thwomp World 3-3: Hydraulic
This time it's an underwater level, it was actually the first level I made in this series. Difficulty is easy.
This is a fun swimming level! The common problem with swimming levels is that Mario is slow underwater and dodging fast enemies is more frustrating than fun. Thwomps on the other hand are slow and predictable, which makes dodging them quite pleasant. You also nicely mix thwomps that need to be passed below and above.
Hey MarioMakerGAF,
Thanks for the impressions on my last few levels. I got an upsetting health diagnosis a few weeks back and it took me out of the game for a little bit, but I'm trying to deal and I made a
Super Mario World style Ghost House a few days ago if anyone wants to check it out.
Sorry to hear, I hope you all the best. I enjoyed the level a lot. The puzzles are fair and the hidden blocks are telegraphed quite well. The part with moving platforms and boos at the end is a bit troublesome though. At first when I got to the last door, I thought the P-switch was in one of the blocks before the moving platforms and ended up backtracking there and went through the area three times (which is ok, that happens in ghost houses). However, the platforms are really far away from each other and the boos can end up in positions that block your jumps. I wouldn't get rid of the boos, but put the platforms closer together so that there is more room to make the jumps.
Getting back into this game. I've decided to make worlds of casual, mostly traditional levels in the #-# format that start off very easy and slowly ramp up the difficulty while introducing different enemy types. Only 2 worlds so far since it'll be awhile until I get the allowed room to upload any more, but I wanted to see if anyone here thinks they're any good, especially since I'll probably accidentally ramp up the difficulty a bit too much too quickly. Constructive feedback appreciated!
I played 2-4, 3-1, 3-2. These are very enjoyable basic levels that focus on basic platforming instead of gimmicks, and as for difficulty ,I think they could be in worlds 2 and 3. I especially liked how in the airship level you had lots of coins in nooks off the main path. I remember as a kid I dreaded every cannon on a ship but loved the metagame of trying to catch every coin in the level before they were lost to the autoscroll.
Mega Man was obviously much easier to adapt to Super Mario Maker than Pac-Man. The level is logically an airship level, but I tried to differentiate it a lot from Sonic's level. This theme really allows some great effects. Of course, the level is pretty hard (it's Mega Man), but it's still quite accessible, with two checkpoints. The level design was mostly thought to be played without using the dash button (to stay close to Mega Man), but obviously, I took its usage into account.
This levels captures the Mega Man feel quite nicely. It's also quite difficult, probably frustratingly so for the average player. I think you should deal out a lot more mushrooms. Mega Man can absorb a lot of damage while Mario can't, so if you scale the number of hazards to match a Mega Man stage, you should also give the option to suck up some hits.
I love the swinging chain chomp mechanic so made a whole level around it. I figure underground is the where the chain chomps live
As usual I'm aiming for fun and good aesthetics rather than difficulty, enjoy!
Title:
Chain Chomp Romp
Style:
SMW
Code:
8CF7-0000-01D1-7311
Difficulty:
Normal
Bookmark:
https://supermariomakerbookmark.nintendo.net/courses/8CF7-0000-01D1-7311
This was really fun! The difficulty is nice and many of the obstacles look more difficult than they are. Still, you might want to start with a bit of a tutorial with easy obstacles. Now it's pretty much the same difficulty throughout.