Are you not notified when someone you followed makes levels? Makes the feature pretty pointless, then =/, only found that Link Man uploaded a new world through here.
Some feedback.
I love the sense of cohesion you give to these stages - taking the Boo down on 2-4 was super satisfying. And by the way, good job: 2-4 has pretty good pacing for an autoscroller and I really liked the airship feel.
However, 2-1 has got to be my favourite (though I died a couple times in the cloud segment) - it's super well paced and speedrunning feels super satisfying. The idea of getting the switch and coming back is great as well. You got me with the star in the lower route, though, I destroyed the bettle sheel and couldn't get the mushroom. I think another power-up somewhere could be fun.
2-2 is a fun underwater level that serves its purpose. It's entertaining (though the ? block in the alcove being assymetrical puts me off because I'm stupid) and it was fun. It's the only one where the Boo doesn't feel like a big threat though. 2-3 was fun (Mario Kart stage, woop woop) but kinda easy for its purpose and also too simplistic for my tastes. It's the one I least liked, but it's still pretty well paced.
Great job and I look forward for more! It's a super fun classical set!
Started off the morning by making a new level:
It's fairly meat and potatoes Super Mario World level, but I think it's turned out pretty well.
As always feedback is much appreciated.
Pretty fun, but it has a problem that a bunch of SMW levels kinda have - Cape breaks it. And thus, it felt too short (even though playing through a different route shows that it's not really the case) - after the first Hammer Bros. set (barely messing with the first platform) I get the Cape and blast straight to the finish line - a bit of a bummer in an otherwise pretty solid stage.
I also attempt to create stages that are based on the classic formula (introduce - expand - modify), while hopefully keeping the difficutly low enough to not become frustrating but remain challenging.
Here's a level I made that I'm pretty happy with:
It revolves around a slight puzzle mechanic that is introduced at the beginning and then continually expanded upon. I would gladly appreciate any sort of feedback.
Ship Security Shells
ID:
CF6C-0000-0023-1B29
It's always surprising to see how much easier your own stages appear to yourself, whereas other players struggle at parts of your level that appear trivial at first. It's kinda hard for me to put myself into the role of a random player playing the level for the first time and to introduce the level mechanics in a "fail-safe" way.
Loved it! Really well-designed and it builds up so nicely. Loved the segment where you throw the shell at some springs and it goes through a path above - and I love how it's sort of split in two similar airships. The top part in the first leading to a bonus being mirrored with the second part (now with spikes on the platforms for added challenge) was really really nice.
I do feel, however, that spawning out enemies instead of empty shells would make things more intuitive. Particularly since you can pass through Clouds from below, it sorta makes you feel like you need to use it as a helmet (SMW being the only style where you can throw it up doesn't help).
Besides that - my only complaint is that I don't like Bowser Jr. It does serve as an interesting fight but imo the space is too constrained and I just find him as not a good boss, so it sorta makes the end lack a bit of the impact the other areas had. Now if you had to beat Bowser Jr. by throwing shells into holes and watching them as they went through a maze and hit him, I think it'd be better and more in the spirit of the level (more difficult to make, of course). Still - that's minor, and I really loved the course.
Here are my first two levels...
"P" in the clouds
(F45A-0000-002B-C873)
-Easy-
Walking the Dogs
-Hard-
(E643-0000-002B-0DA1)
Message me your thoughts
Played the first one. Harder than you think it is: SMW style (at least for me) makes it super easy to accidentaly throw a switch away - you should definitely have refills - and some of the positions of the flying spinies make it really uncomfortable to stay put while waiting for the switch to end. Really liked the part right after the flying spinies, though, made me rush a lot.