I got to play some more levels tonight made from some TBT fellows there and here's my thoughts on them:
@lars708:The first level (at least, the early version) does seem to be, well, pretty standard overall. At least you didn't threw too many ideas on one stage and the difficulty is just right. Also, I thought I managed to get stuck between the Bumpers from the bonus room, but I eventually got shot out soon enough. Aside of that, nothing much to say here.
The second level is a bit more interesting to discuss about it, but that's mostly about on how the stage reveals the problems with the Bumpers. There's some blind jump involved in some of the Bumper sections, as they fall on rails off-screen and have to rely on memorization regarding where the Bumpers might be.
The camera doesn't follow quite well the player after jumping off from a Bumper until they land on another one, which could possibly lead to unwanted collisions from potentially off-screen obstacles. It's tolerable if the stage couldn't scroll vertically, but it does, so...
The final section has us relying on either holding the jump button or not, to dodge obstacles accordingly. It's tricky, since not holding it would make Mario jump rather low and not have much room to move between the Bumpers, while jumping higher would propel him much faster than bouncing high from a trampoline. The fact that hitbox of a Bumper is actually a circle, rather than a square? That also makes it harder to anticipate how to control Mario's aerial movement. Maybe if the Bumpers are bunched up closer to each other in a similar fashion to what I did with the blocks on my level called Sweeping Snake Block Fortress, it would make balancing Mario more controllable? It's even easier to do that by using the doors to "synchronize" the Bumpers on rail and make sure they're lined up the way you want without having to rely on vertical track.
@TykiButterfree:I have nothing to say about the music level, since I'm no expert on that matter. I've got to say a few things about the another iteration of "Have some death!".
I appreciate on how you picked the right theme for what the level is. It feels like the Ghost House theme is more fitting than the Castle theme of the previous version. All of the set pieces you've used feel right at home with that theme.
The section where you have to tread between the carefully placed masses of Boo Circles is probably one of the best aspects of this level. The difficulty is just right and it's fun having to adjust my character's position without too much hassle.
My only problem with the stage is that it's possible to instantly die right at the beginning of the stage. Thankfully, it's not immediately right next to Mario, but still.
@Matt0106:I did enjoy the level. The puzzles were pretty light, as it mostly involves hitting the P-Switch and hurrying up to open passages. It did made for a relatively seamless Zelda experience on a Mario platformer. The level is just short and easy enough that not including a checkpoint is pretty much a moot point, at least for a seasoned Mario player. I did get the feeling that you actually went up to polish the level before uploading it, save for one instance.
At the very beginning of the level, I can access the top of the dungeon by running & jumping off from a note block and landing on trees. Then I did the same from a higher tree to reach the top of the building. And it leads to nothing but an area that anyone could get permanently stuck until they fall in a hole. Since a fair amount of effort went for some outside of the box tricks, it would make sense to reward the player with something and a way to get back to the main path. A small shortcut, coins and/or whatnot are a good reward for that.
Overall, the level is solid!
I'll be writing my opinions about the levels requested by Jetix and Yoshisaur within 2 days or less. I was writing this entire post at night and don't want to be too late at work. I do have a lot to say about the former's latest effort, but I can definitely tell he has improved since I last played his levels. And the latter's level design for that stage is reminiscent of Kaizo Mario where repeated plays is the name of the game.
Thanks for trying it out! I made it to submit for the Beard Bros to play on youtube and the theme this go around was Kaizo, so at least I was on par with the theme lol
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