Yeah, the spike run requires precise timing at the end. Didn't feel it was frustrating, though. I guess it is, lol.The general design is very good, especially using that checkpoint system. I thought the challenge with the spiny helmet was genius. Unfortunately I couldn't finish the level. The buzzy helmet room was kind of infuriating, but I eventually made it through.
Ah. I thought it was clear what you need to do there.It was the fourth challenge that got me. I didn't know what I was supposed to do. I just caught the video you posted a few minutes ago and face palmed. I'll go back to your level soon to try to complete it.
It's a sharp difficulty spike, for sure. I can see why people didn't like it. Maybe you can tune it down a little bit?Thanks! I think you're the first person to say anything remotely positive about the boss fight.
I caught a severe cold just for the Mario Maker update.. I have so many courses to play!
I streamed a few levels, the streaming quality is not quite right yet:
Pac Man's New Adventure
This is pretty Nintendo-like in that the stage is easy but the coins add challenge. One thing though: getting the fire flower is difficult even though it's really the beginners who need it. The stage is not too different from my "Go with the flow", although your autoscroll is slower.
Here's my first stab at a vertical level, Tall Tower, Tiny Hero, featuring Chibi Robo. I've tried to make it pretty easy, but there's an optional 10 red coins that get progressively more difficult to get. I'm hoping for a Normal rating but I'm probably nowhere near!
https://supermariomakerbookmark.nintendo.net/courses/102B-0000-01FF-894E
My lastest level if you did not catch it...
CLEAR THE WAY! (v2)
- Let the skewers help you to proceed
- Face the boss or find all red coins for an alternate end
- Beware those Pipes sections, would be better to have a fire flower!
Very DKC 1 like. Love that there is an upper and lower part of the level, each with it's own feel and own difficulty depending on how you take it on. I actually ending up playing this one twice just to play the sky and ground parts. Wonder stage.KURIBO'S SAVAGE ISLANDS
- Trek in the dangerous jungle (bring a Kuribo shoe!)
- Or take the sky for an easier ride
FORTRESS OF CONFUSION
- Metroidvania style level in a fortress
- Did you find the 12 invisible coin blocks?
Baron Kuribo's Screwy Skewery it is!
I put a lot of work into this, so let me know if any of you find something seriously wrong with it so I can fix it.
Obviously from the name, skewers figure into everything in the level one way or another. I honestly don't know about the overall difficulty. There's a mini-boss fight, as well as a final "boss" fight. I put that in quotes since it's not really a fight. It's more of an endurance thing where you need to stay alive.
Speaking of the boss fight, some people will find it incredibly difficult, and others fairly easy. There's also a way to seriously cheese it as well. I tried to counter it a bit but didn't do well enough. I decided to leave it in since I think people like to figure that kind of thing out.
I enjoy Metroid like stages and I had fun with this, until I got stuck twice. Not because I got lost, but because I accidentally hit the bricks under the bullet bill in the wrong order, making it so I couldn't continue unless I killed myself, which after the check point, didn't really want to do. Didn't end of finishing because of that. Very well put together everywhere else but those two parts.
You mean you imprisoned yourself under a bullet bill canon? If that's the case I really don't remember why I did put 2 of them...
That's the first time I've seen someone stream my level. It was really fun to watch, and you did a good job clearing it. You even played the old, much more difficult version of the level.
There's nothing mechanically wrong with the boss fight. At least in my case the problem was not knowing what to do. My suggestion to fix it would be to introduce the mechanic (survival) in one or two minibosses before the final boss. You have a miniboss now, but it has an opposite mechanic (timer), which even amplifies the problem because the player may assume the final boss also must be beaten quickly, and so the player is looking for opportunities to attack. If your miniboss was an easy survival room (preferrably with similar aesthetics to the last boss), the player would know what the final boss expects him to do already, and it would be OK to throw everything at him immediately.This was my first attempt at trying to make a serious boss fight. I'm doing a boss fight level at the moment trying to make some that are much better. I think I've learned a lot from this and hope this next level is better.
The reason I used the skewer retracting mechanic so much was that it is easily controlled and more consistent. I think skewers are fine for intermittent use, but most of the time you can run right by them. Obviously this doesn't mean it's necessarily a good idea to use them like this. I wondered about that first one. There was another version of that part that actually had a gap just big enough for small mario to fit through if someone jumped down just right. I had to remove because I think a whole lot more people would have died there.
Thanks! You play everything, so you would have played most of these before. I personally really like Nintendo's way of creating optional challenges with e.g. star coins. The pink coins are still not quite the same since you have to collect them all in one go to make a difference, but I'll definitely try to make my levels easier now but include more difficult coins. (Unless I'm using the coins for something else, of course.)All of these level range from good to excellent! I know I've played the majority of these levels before, but I don't remember them playing this smoothly. Especially Explosive Escape. I think you finally nailed it. Also, adding the red coins has made the levels much more fun. The placement is very well done and adds a nice optional challenge. I'm not big on re-uploading levels, but with how improved some of these feel I'm tempted to go back and give it a shot.
I haven't played all of your levels but of the ones I've played that one is by far the best. Perhaps rushing it out was actually beneficial. It may have forced you to keep the design simple and iterative, which is often good level design.Thank you . I'll always regret that I rushed it out at the end, but I'm surprised by how well it was received. My newest level started as a bit of a sequel to this but turned into something different.
Ha! It's funny, I opened up Go with the flow and my first thought was that the beginning of this stage looks like my level Bridge Over Fishy Waters, which you already played. I like your level a lot, obviously it's tougher than mine, but that's by design! You're right that in my stage it's pretty darn hard to get the fire flower. The thing to remember though is that the beginners who really need it won't get a fire flower -- they'll get a mushroom, because they'll already have taken a hit by that point. And the mushroom is definitely easier to get.
I cheaped out your last room.Kill the bottom two parana plants. Get on the edge of the outter donut platform on the solid ground so that you still make the donut fall, but you are on the ground so you don't go with it. Duck and you'll never be hit.
There is a place that I got stuck at. The place with the moles that throw the wrenches it is possible to jump through the roof and get stuck with no way out. I ended up quitting because of that problem.
I cheaped out your last room.Kill the bottom two parana plants. Get on the edge of the outter donut platform on the solid ground so that you still make the donut fall, but you are on the ground so you don't go with it. Duck and you'll never be hit.
lol, I did this too.
Here's my first stab at a vertical level, Tall Tower, Tiny Hero, featuring Chibi Robo. I've tried to make it pretty easy, but there's an optional 10 red coins that get progressively more difficult to get. I'm hoping for a Normal rating but I'm probably nowhere near!
https://supermariomakerbookmark.nintendo.net/courses/102B-0000-01FF-894E
There's nothing mechanically wrong with the boss fight. At least in my case the problem was not knowing what to do. My suggestion to fix it would be to introduce the mechanic (survival) in one or two minibosses before the final boss. You have a miniboss now, but it has an opposite mechanic (timer), which even amplifies the problem because the player may assume the final boss also must be beaten quickly, and so the player is looking for opportunities to attack. If your miniboss was an easy survival room (preferrably with similar aesthetics to the last boss), the player would know what the final boss expects him to do already, and it would be OK to throw everything at him immediately.
I retouch and upload old levels quite regularly actually. If I see something isn't working as it should and I care about it, I think it's always preferable to go and fix it instead of ignoring it. That's how real design works, and correcting your mistakes (instead of just noting that you made one) is an excellent learning process. And you end up with more enjoyable levels for others to play. If the previous version has a lot of stars and comments I may keep it available as well, since I'm not quite at maximum level count yet.
The general design is good. Having a hub area with separate challenges seems to be what a lot of people are doing, but that's because it works well. I did have a few issues though. First, in the room with all the moles I got stuck above the ceiling. You need to add an actual ceiling to block off the top of that semi-solid platform. Second, I had the giant koopa disappear on me once during that section. I climbed up to the p-switch and it was gone when I came down. I was nervous I would hit the p-switch and then have the koopa not be there. It would be a soft-lock making me have to start the level over. Finally, that hub area is a little too large and takes too long for the platform to move around.
^^ lol lol
https://supermariomakerbookmark.nintendo.net/courses/7C5A-0000-01FB-BA3E
The Mushroom Shuffle
My attempt at a more traditional stage! Enjoy!
New level!
Maniac mole mines (7127-0000-01FA-582E)
The evil Mushroom Kingdom's moles stole Mario's lasagna and while he was pursuing them he found this facility. Discover what they're doing and reach the end goal!
This level has five pink/red coins to collect and multiple Yoshis scattered around. Do not let them die too much.
Rösti;198626285 said:My first course in quite a while, Clouded Vision:
https://supermariomakerbookmark.nintendo.net/courses/038E-0000-01FB-C1FA
A rather short course with a decent challenge. The "theme" is that you don't see Mario for the majority of the stage, and have to rely on more senses than just vision. I found playing this on my TV quite difficult, so best is probably to use the GamePad.
Still bummed about Nintendo deleting my level the other day. It was such a good level. My most densely designed one. Without any explanation as to why it was deleted, I can only assume it was because it wasn't played enough. Now I have to start marketing my levels so they stick around!
So,...
here's one I made. It's very straightforward.
https://supermariomakerbookmark.nintendo.net/courses
Can someone please play it?
I've started working on a "DX" expansion to my set of Mega Man 1 remake levels. These will incorporate levels featured in Mega Man Powered Up for PSP and Dr. Wily's Revenge for Game Boy.
First up is my Oil Man recreation: 6FE3-0000-01FB-27FE
Hidden Foes and Dinosaur Doors
This one's straight forward and pretty easy. Just something I kinda slapped together.
E8D7-0000-01FF-E277
Please tell me how trash it is.
So, you called this 1-2 Keys and Coins, but this is really tough for a 1-2 stage! I don't like sticking the trampoline in that up-high corner at the start of the stage and expecting the player to remember where that was. Good work otherwise!
The first jump just to the left of the first Yoshi is unnecessarily tough to land due to the low ceiling. I don't understand the point of the razor pit after the checkpoint where the Yoshis spawn. Meanwhile, Bowser jumped off the mole and into the lava, so that's how I won. (Pretty anticlimactic!) I don't know how to get the third coin without jumping off Yoshi and killing him and you can't get another after the checkpoint (I tried with the ones that spawned but there is just no way, they hatch and then fall in the pit immediately) so I just never bothered with the coins. I like the fundamentals in this stage but honestly I feel like it's lacking focus. No need to cram all your great ideas into the same level!
These levels were fun but very challenging. I think you hit a good balance there. If I have a chance I'll take a look at the original set you made. The only major issue I had was the Time Man boss. I got killed way too many times from off-screen chomps that would just come out of nowhere.
I've never played Powered Up -- add it to PSN already, Capcom! -- so I can't compare this to the original. But this stage is cool. Not using smart power-ups in a level full of hammer bros. is BS, though.
New level:
Bowser Jr.'s Koopa Masters
This is all boss fights. I may have made it a little too easy, but who knows. There's an optional checkpoint in the hub area. There's also an intended boss order since you get a specific power-up after each fight, but you can start with any one you want. The order loops, plus every power-up will at least grant you an extra hit. There's at least 1 boss that can be defeated in 3 different ways, but it also happens to be the easiest one.
I actually uploaded this too early by accident. I had a few changes planned and completely forgot. It shouldn't be anything serious, but let me know if something is broken.
I wanted to make a more traditional stage after the last two key driven ones, so here's Fungus Fortress.
Yes, I know, I forgot to change that one Mushroom to a conditional power up, I meant to!
My latest: Happiness is a Hot Cannon
This took me a while! I'm glad it's done though, and I hope you guys and gals enjoy. If you're looking for something less hot, the rest of my stages are here.
New level time?!
A Dash of Duality: https://supermariomakerbookmark.nintendo.net/courses/A868-0000-0201-5AAC
A868-0000-0201-5AAC
I finished another course, using the popular skewers theme. This time it's a Super Mario World Castle level. I have a feel for the Mario 3 style but not a lot of Mario World course work so hopefully it turned out ok. Please try it out!
Forsaken Fortress
https://supermariomakerbookmark.nintendo.net/courses/124F-0000-0202-A214
This is a fantastic level. Perfectly themed, clever bosses. I'm really impressed.
I couldn't figure out the weakness of each bosses.
Piranha Plant stack -> fire flower.
Giant Hammer Bros -> helmet.
Giant Chain Chomp -> leaf? But I think it would be better for the lava to be spikes and the Kuribo shoe allow walking on them.
Giant Wiggler -> No idea.
It's really short, and you're screwed if you go down the pipe without all three coins. Good design though, I'd really enjoy something that stretches things out a tad more, makes it feel a little more substantial to beat.
If you're big, you can jump back into the Pipe with a wall jump. You can't do it if you're small, though. So it is an oversight on my part that a soft lock occurs
This was a nice traditional level. The secret was a nice touch, but the first time I found out about it was because I went into the out pipe. It should maybe higher so the player cant see it, or maybe placed in a way that a player simply can't enter it.
I finished another course, using the popular skewers theme. This time it's a Super Mario World Castle level. I have a feel for the Mario 3 style but not a lot of Mario World course work so hopefully it turned out ok. Please try it out!
Forsaken Fortress
https://supermariomakerbookmark.nintendo.net/courses/124F-0000-0202-A214
Always a lot of fun to see your levels played! Looks like you had a bit of stage fright here, you did really well but kept slipping off the moving platform right off the start. Always tough to play for an audience! Really good collection of levels you played here otherwise, if someone's looking for video of a handful of stages that are worth playing, give this video a watch. Off the top of my head everything J-Fr played in this video is a really solid stage.
That's the first time I've seen someone stream my level. It was really fun to watch, and you did a good job clearing it. You even played the old, much more difficult version of the level.
Skewer Sewer Very nice water course!
This is a really cool idea for a level, but I found it to be a bit too easy. I would love to see a sequel level to this that's more challenging.
Now one of my levels:
Mega Thwomp World 3-5 Piranha Tracks
A level I had a lot of fun making, I hope to achieve a little bit of controlled chaos.
I'm really proud of this level. Although it this kind of level has been done before, but I really enjoyed the concept. It's fun trying to work around the limitations of this game!
https://supermariomakerbookmark.nintendo.net/courses/92A2-0000-0172-3832
Gravity Cube
ID: 92A2-0000-0172-3832
New level:
Bowser Jr.'s Koopa Masters
This is all boss fights. I may have made it a little too easy, but who knows. There's an optional checkpoint in the hub area. There's also an intended boss order since you get a specific power-up after each fight, but you can start with any one you want. The order loops, plus every power-up will at least grant you an extra hit. There's at least 1 boss that can be defeated in 3 different ways, but it also happens to be the easiest one.
I actually uploaded this too early by accident. I had a few changes planned and completely forgot. It shouldn't be anything serious, but let me know if something is broken.
I wanted to make a more traditional stage after the last two key driven ones, so here's Fungus Fortress.
Yes, I know, I forgot to change that one Mushroom to a conditional power up, I meant to!
My lastest level if you did not catch it...
CLEAR THE WAY! (v2)
- Let the skewers help you to proceed
- Face the boss or find all red coins for an alternate end
- Beware those Pipes sections, would be better to have a fire flower!
New level!
Maniac mole mines (7127-0000-01FA-582E)
The evil Mushroom Kingdom's moles stole Mario's lasagna and while he was pursuing them he found this facility. Discover what they're doing and reach the end goal!
This level has five pink/red coins to collect and multiple Yoshis scattered around. Do not let them die too much.
Awwwwww, yeah.
Thanks to everyone! ^-^