Hadn't uploaded in a while
Cave Of Pain:
ID: 2FC5-0000-01A8-88AA
Be the first user to complete it!.
hiya, if anyone is good at puzzle levels, maybe try this and let me know how to beat this level, cause i'm lost
A62A-0000-0180-D545 - strange vision (all the comments are in japanese, so no help for me -_-)
but it's interesting, so i'd like to figure it out. also there's some graphics that i haven't seen before in it like peach riding a bowser etc..
Played all of your levels up to this point. Here comes a feedback for each level I played.
@Iggy Koopa:Cave of Pain is considerably easier and more fun than your first level ever, for a Kaizo-like level. But there's still some progress to do if you'd want your players to enjoy your level. Let's start with one level design oversight:
In the P-Switch jumping section, there's one part of it where the camera doesn't pan far enough to see some of the spike traps from below, even when landing on P-Switches. I thought that what seemed to be holes were shortcut, but they turned out to be unintentional traps instead. It's worth noting that not many players knew they could immediately jump off from the switches, let alone react immediately before the game won't register a jump.
Another issue with the level is important to mention, since your first level was also plagued with the lack of cohesiveness and identity. It still boils down on "getting ready for whatever stuff I throw at you" type of level, where players are expected to know how things work right off the bat. It ain't enemy spam for certain, but that level design doesn't exhibit much creativity and make the entire level feels boring and disjointed in practice. Just like the first level, players will have a hard time remembering they played this level.
Take a look of one reddit comment about making a level for the player other than yourself. It does have quite a bit of strong language in it, but this'll help you considerably how to design difficult but enjoyable stages. The 6th level design point is debatable, since it assumes that powerups are strictly finite, but the level design could have a powerup generator or plenty of the same required powerup to render that point moot.
@Matt0106:I don't have much to say about the level, since it's well-designed for the most part. Rewards are thoughtfully placed where they should be, so that every bit of exploration is well worth the effort.
My only concern with the level is that in one of the subarea rooms, Bowser's flames can appear despite being in another room. It's possible to fix by having Bowser himself completely on the left of the map, thus preventing flames from appearing anywhere. It's still up to you whether you see it as an intentional challenge or not.
@AkatsukiYoshi:
Yoshi Station: Given that the entire level is about pretty Yoshi pixel arts and the subarea basically being a directory of Yoshi-themed levels, I don't have anything to say here of course, ha ha!
Deal or No Deal: The luck-based concept isn't even remotely bad at all; the player can always get rid most of the randomness ensured by the wrong question blocks by running far to the left to despawn them. Be sure that doesn't happen to the P-Switch, which is necessary for completing the level. There is no indication that you need to leave the coin trail alone and hit the only P-Switch in the level, which may render the level unwinnable. Maybe add more P-Switches in the boxes, or even make a wall of brick blocks that blocks the exit instead of having to transform the coin trail. Had the execution properly done, it would end up being a more enjoyable level.
Smash 64- Race to the finish!: Outside of the bumpers, the level pretty much remains the same as the previous version, so whatever I said to the older version applies to this version as well. I do have to mention that I cleared the level so many that I unintentionally raised the level's clear rate by about 7% or so, just to have the world record. I did it, with 0.021 less seconds than the previous record holder. The key for that success is to stay on the ground as much as possible and wall-jump to descend to the next floor to beat the level in less than 18 seconds.
Can you escape the Hail Storm?: Ironically, this is one of the cases where real life knowledge applies to video game as well. If I could just not drive until the hail storm is over, I also can do that as well in this level. It also seems possible to rush through the stage and avoid the hail, as someone with a world record of 25 seconds can attest.
The funny thing that happened during my playthrough, is that the hail actually crushed one of the Hammer Bros., something that I don't see that often when I play the levels.
Anyway, the level is quite original and memorable and doesn't overstay its welcome. I suppose it wouldn't hurt adding some secrets in it, as the level is rather linear for the most part, but I've certainly enjoyed playing this level.
Breaking through to Bowsers Lair: Whatever I said about the Magikoopa section from one of my previous posts applies in this version as well. As for the modified parts, I would say it would be nice to add a second checkpoint after the Bowser Jr. fight, since the blue skull raft section is particularly tough, probably because of the enemies placement that made the jumps trickier. If having more checkpoints was your intent, you could add one next to the first pipe and move the subarea's one further in the dungeon.
Once the player grabs the Cape Feather, the rest of the level is all smooth sailing, which is much appreciated after the tough sections.
I also saw you've proposed this level to WhiteHawke's Challenging Level, as well of the hail storm stage on Normal Level. Can't wait for the YouTuber to voice his own opinions about these levels and see how similar his thoughts are compared to mine. I've only submitted Sweeping Snake Block Fortress as a Normal Level, as I feel confident that he might like this one.
@MeatBicycle:
The Great Aerial Offensive: I have to say that the difficulty is well-handled and consistent throughout the stage, especially that it gives powerups at the right moments. There is only one instance where the difficulty might be a bit much for some players, which had a lot of stuff going on to dodge while they're busy destroying the course block wall right before the checkpoint. Even the section where Bowser's RNG flames appear is more reasonable.
This short level is indeed fun!
Trick House: Yes, it is a typical Super Mario Ghost House level, although not short of fun when it comes to exploring the level a bit. Again, the difficulty is consistent and makes the overall level enjoyable. There's some replay value in it too, with its multiple routes and secrets galore.
@Hippofalcon:
Everything wrong with this game.: I see that one of my levels gave an inspiration for this one, which makes me proud of myself. As I said on Miiverse, it might as well be a 100 Mario Challenge Simulator, more specifically the random levels you'd find on Easy and Normal difficulties. Here, these common level design mistakes are condensed into one very short level to compensate its meaner aspects, although the level itself isn't necessarily difficult.
Well, that level was really worth playing for its educational purpose.
The Conveyor Belt Conundrum: I'm having a hard time to lay my finger on which part(s) of the level should be improved, as I thought I enjoyed this level. The homing Bullet Bills are actually posing me a bigger threat than they usually are in many other levels featuring them, especially since the corridor's height is a bit tight. Solid level design right there!
Tall Track Time!: Structurally, this a level that would fit on your average Super Mario Bros. game, especially in the Star Worlds. The difficulty is well-handled in a consistent manner, safe spots are well-placed and the secret areas do add some replay value for the level. For some players, jumping on a moving one-square wide block might prove to be very difficult, especially a bit after the first checkpoint.
I have to concur with you for the level being your best efforts so far.
Jumping Challenges: Pick a Path!: The level itself is very short, as the player only have to pick one path, do the quick-fire challenge and it's over. Though, there is a couple of issues that could ruin the level.
First, success in two of the paths (Chain Chomp and Wiggler) depends mostly on RNG, which is frowned in a challenging level. Maybe I could be wrong about the Wiggler one, but I'm fully aware that the movement of a Chain Chomp attached to a wooden post is purely based on how close it is to Mario and the RNG. It might be wise to revise these sections to remove the luck reliance.
Another problem with the level is that Goombas can drop and block the only exit pipe of the subarea. It's especially irritating when a player came from the Piranha Plant challenge and see the Goombas already blocking their only way out, therefore rendering the level's unwinnable. Adding a block or something to prevent the Goombas from falling would be a very easy way to fix this shortcoming.
Played all of your levels up to this point. Here comes a feedback for each level I played.
@Iggy Koopa:Cave of Pain is considerably easier and more fun than your first level ever, for a Kaizo-like level. But there's still some progress to do if you'd want your players to enjoy your level. Let's start with one level design oversight:
In the P-Switch jumping section, there's one part of it where the camera doesn't pan far enough to see some of the spike traps from below, even when landing on P-Switches. I thought that what seemed to be holes were shortcut, but they turned out to be unintentional traps instead. It's worth noting that not many players knew they could immediately jump off from the switches, let alone react immediately before the game won't register a jump.
Another issue with the level is important to mention, since your first level was also plagued with the lack of cohesiveness and identity. It still boils down on "getting ready for whatever stuff I throw at you" type of level, where players are expected to know how things work right off the bat. It ain't enemy spam for certain, but that level design doesn't exhibit much creativity and make the entire level feels boring and disjointed in practice. Just like the first level, players will have a hard time remembering they played this level.
Take a look of one reddit comment about making a level for the player other than yourself. It does have quite a bit of strong language in it, but this'll help you considerably how to design difficult but enjoyable stages. The 6th level design point is debatable, since it assumes that powerups are strictly finite, but the level design could have a powerup generator or plenty of the same required powerup to render that point moot.
@Matt0106:I don't have much to say about the level, since it's well-designed for the most part. Rewards are thoughtfully placed where they should be, so that every bit of exploration is well worth the effort.
My only concern with the level is that in one of the subarea rooms, Bowser's flames can appear despite being in another room. It's possible to fix by having Bowser himself completely on the left of the map, thus preventing flames from appearing anywhere. It's still up to you whether you see it as an intentional challenge or not.
@AkatsukiYoshi:
Yoshi Station: Given that the entire level is about pretty Yoshi pixel arts and the subarea basically being a directory of Yoshi-themed levels, I don't have anything to say here of course, ha ha!
Deal or No Deal: The luck-based concept isn't even remotely bad at all; the player can always get rid most of the randomness ensured by the wrong question blocks by running far to the left to despawn them. Be sure that doesn't happen to the P-Switch, which is necessary for completing the level. There is no indication that you need to leave the coin trail alone and hit the only P-Switch in the level, which may render the level unwinnable. Maybe add more P-Switches in the boxes, or even make a wall of brick blocks that blocks the exit instead of having to transform the coin trail. Had the execution properly done, it would end up being a more enjoyable level.
Smash 64- Race to the finish!: Outside of the bumpers, the level pretty much remains the same as the previous version, so whatever I said to the older version applies to this version as well. I do have to mention that I cleared the level so many that I unintentionally raised the level's clear rate by about 7% or so, just to have the world record. I did it, with 0.021 less seconds than the previous record holder. The key for that success is to stay on the ground as much as possible and wall-jump to descend to the next floor to beat the level in less than 18 seconds.
Can you escape the Hail Storm?: Ironically, this is one of the cases where real life knowledge applies to video game as well. If I could just not drive until the hail storm is over, I also can do that as well in this level. It also seems possible to rush through the stage and avoid the hail, as someone with a world record of 25 seconds can attest.
The funny thing that happened during my playthrough, is that the hail actually crushed one of the Hammer Bros., something that I don't see that often when I play the levels.
Anyway, the level is quite original and memorable and doesn't overstay its welcome. I suppose it wouldn't hurt adding some secrets in it, as the level is rather linear for the most part, but I've certainly enjoyed playing this level.
Breaking through to Bowsers Lair: Whatever I said about the Magikoopa section from one of my previous posts applies in this version as well. As for the modified parts, I would say it would be nice to add a second checkpoint after the Bowser Jr. fight, since the blue skull raft section is particularly tough, probably because of the enemies placement that made the jumps trickier. If having more checkpoints was your intent, you could add one next to the first pipe and move the subarea's one further in the dungeon.
Once the player grabs the Cape Feather, the rest of the level is all smooth sailing, which is much appreciated after the tough sections.
I also saw you've proposed this level to WhiteHawke's Challenging Level, as well of the hail storm stage on Normal Level. Can't wait for the YouTuber to voice his own opinions about these levels and see how similar his thoughts are compared to mine. I've only submitted Sweeping Snake Block Fortress as a Normal Level, as I feel confident that he might like this one.
@MeatBicycle:
The Great Aerial Offensive: I have to say that the difficulty is well-handled and consistent throughout the stage, especially that it gives powerups at the right moments. There is only one instance where the difficulty might be a bit much for some players, which had a lot of stuff going on to dodge while they're busy destroying the course block wall right before the checkpoint. Even the section where Bowser's RNG flames appear is more reasonable.
This short level is indeed fun!
Trick House: Yes, it is a typical Super Mario Ghost House level, although not short of fun when it comes to exploring the level a bit. Again, the difficulty is consistent and makes the overall level enjoyable. There's some replay value in it too, with its multiple routes and secrets galore.
@Hippofalcon:
Everything wrong with this game.: I see that one of my levels gave an inspiration for this one, which makes me proud of myself. As I said on Miiverse, it might as well be a 100 Mario Challenge Simulator, more specifically the random levels you'd find on Easy and Normal difficulties. Here, these common level design mistakes are condensed into one very short level to compensate its meaner aspects, although the level itself isn't necessarily difficult.
Well, that level was really worth playing for its educational purpose.
The Conveyor Belt Conundrum: I'm having a hard time to lay my finger on which part(s) of the level should be improved, as I thought I enjoyed this level. The homing Bullet Bills are actually posing me a bigger threat than they usually are in many other levels featuring them, especially since the corridor's height is a bit tight. Solid level design right there!
Tall Track Time!: Structurally, this a level that would fit on your average Super Mario Bros. game, especially in the Star Worlds. The difficulty is well-handled in a consistent manner, safe spots are well-placed and the secret areas do add some replay value for the level. For some players, jumping on a moving one-square wide block might prove to be very difficult, especially a bit after the first checkpoint.
I have to concur with you for the level being your best efforts so far.
Jumping Challenges: Pick a Path!: The level itself is very short, as the player only have to pick one path, do the quick-fire challenge and it's over. Though, there is a couple of issues that could ruin the level.
First, success in two of the paths (Chain Chomp and Wiggler) depends mostly on RNG, which is frowned in a challenging level. Maybe I could be wrong about the Wiggler one, but I'm fully aware that the movement of a Chain Chomp attached to a wooden post is purely based on how close it is to Mario and the RNG. It might be wise to revise these sections to remove the luck reliance.
Another problem with the level is that Goombas can drop and block the only exit pipe of the subarea. It's especially irritating when a player came from the Piranha Plant challenge and see the Goombas already blocking their only way out, therefore rendering the level's unwinnable. Adding a block or something to prevent the Goombas from falling would be a very easy way to fix this shortcoming.
I wanna get back into Super Mario Maker but there are so many other games like Smash Bros., Bayonetta 2 and Mario Kart 8... Help me!
Hey, I saw you played (and starred) my 1 Screen Parkour level. Yay . So out of curiosity, I wanted to see what you like about it. Using this hereCourse Idea Generator found in this Reddit Post I was able to get the inspiration. You should give it a try!
Well, what a challenging one-screen level we have here! Had to set my mind as a speedrunner, so I could avoid the last few Spike Tops before reaching to the door. The level's short length ensures it won't overstay its welcome for far too long, despite the level of precision and speed required to beat this one.
[...]
01ED-0000-0090-A27B
First stage I ever fully finished. (Can't do anything about the green line at the bottom sadly.)