I'm finding this really interesting to playit's fun too, sure, but I'm more interested in where my mind goes when I sit down to make a course.
So far, I've struggled a bit with the locked components. I don't think Nintendo's basic approach is flawed, but there are some elementsthinking specifically of the ability to create sub-levelsthat are too limiting. It means I've got a (admittedly gimmicky, more on that in a second) concept built that is waiting for the unlock. Yes, I can game the system to move it along, but for me this is a basic component of Mario level design that shouldn't be locked in the way it is.
But it says a lot about me that when presented with limits, my mind goes to "What can I easily signify/finish?" versus necessarily breaking it down into level design components. If I had more time, it's possible I'd be adjusting minute details, but in "dipping into" the game on the first day I didn't necessarily feel inspired to go as deep as I've seen others do here and elsewhere.
I've got a third level that I'm content with ready to go in the morning, but here are the two I built today.
Trust Fall:
Course ID: C774-0000-0017-B0D2
This is a pretty short course, which I built more to test how many people were using the thumbnailin retrospect, I'm realizing that the 100 Marios mode may not feature thumbnails, so it became tougher than perhaps I intended.
Ministry of Truth
Course ID: 30B3-0000-0019-4996
A good insight into my day one thought process: starting playing around with blocks, made an equals sign, and the (gimmicky) idea built from there. I think I'll probably end up with a few silly ideas like this one that help break down other design elements (which I had to use to fill out the rest of the level).