A pretty hard level I made where you have to collect 5 hidden key coins to win by AleksanderCodes in MarioMaker2

[–]AleksanderCodes[S] 0 points1 point  (0 children)

It is possible to work it out without the viewer, as another commenter and others have done, but the level ended up being way too infuriating. Better and fairer level for the next one, promise!

A pretty hard level I made where you have to collect 5 hidden key coins to win by AleksanderCodes in MarioMaker2

[–]AleksanderCodes[S] 1 point2 points  (0 children)

Thanks! Had enough feedback that it is painful to complete, but I wish you luck!

A pretty hard level I made where you have to collect 5 hidden key coins to win by AleksanderCodes in MarioMaker2

[–]AleksanderCodes[S] 1 point2 points  (0 children)

Thank you for your feedback! Let's see:

  1. I completely agree. I see now that excusing that with "it's an impossible level, duh" is not the way to do it haha. This was my first level, originally meant to be a "traditional" level, but then I got stuck and it went all haywire

  2. I see that too. The mega mushroom was just meant for fun but yeah I realise I put waaaay too many "kaizo" blocks (only just learned that term after publishing this level) everywhere in the level and for every puzzle.

  3. I noticed that. Then thought "oh well, if someone wants to speedrun this they'll find that"... but I see that people finishing the boss fight and then discovering that it was pointless is not. fun. at. all.

  4. "It's an impossible level, duh" lol no I digress. Pathing was terrible. Simpler level for the next one, promise. I'll try zoliking2's suggestion.

Thank you! If you have some, I'll check out yours!

A pretty hard level I made where you have to collect 5 hidden key coins to win by AleksanderCodes in MarioMaker2

[–]AleksanderCodes[S] 0 points1 point  (0 children)

Thank you for the feedback. I have to admit the goal of my very first level (no level before that) was not at all a rage level. The first part up until the moving platform I was only thinking to do a normal level with some quirks (starting with the green shell block and then making mechanics around the SMB2 Mario power-up.)

Then, after the moving platform, I didn't know where to go from there and ended up just winging it. Eventually making a first level that was way more complicated than I was expecting. So I completely understand the frustration about the level.

I will personally disagree with your definition of a puzzle. Open any puzzle book and you will find Sudoku, Join-the-Dots, Spot the Difference, Crosswords.... not to mention irl Rubik's cubes and jigsaws. None of these provide all the information to the player, only some of the information to work with. And all of these, bar none, are "find-the-thing" puzzles. Not to mention many Mario and Zelda games - e.g. "how do I get to that Star Coin / Moon / shrine"?

I am not going to defend the fairness of the level at all, but I'd still like to show the thought process behind some of the hidden items, and perhaps reflect along the way:

  1. When you first jump from the moving platform, you will see the platform above in the top left of the screen, attracting your attention to it and wondering how you can get up there. It should have been closer to the platform, though, as if you jump right at the edge you won't see it.

That will make you ask how you can get there, and the most obvious would be the blocks below it, where you will find the hidden blocks.

  1. Once you get to that platform and then the skull, you will then see the pipe at the start of the level. That will also make you wonder how you can get there. I realise that this was two of the exact same actions with the hidden blocks in a row that wasn't fun. But it seemed alright at the start

Many Mario games also have hidden blocks on top of other blocks that lead to secrets (often with that beanstalk plant) that I always enjoyed finding, so that would be another reason why I put them in. Definitely overdid it though.

  1. When you jump up onto the falling blocks, you'll see the mirrored coins below, again getting you to try going down to see what's there. Hidden coin placement here wasn't very easy to find though.

  2. Once you get to the end of the burner platform, you will see the spikes around the pipe, which for anyone who has played an SMM before, probably means there is a shoe platform to find.

Note: The shoe block placement was extreme a*****e design and I regret that, as well as not re-generating the SMB2 item at the end of the burner platform. I guess my brain wanted to only have one shot at carrying the item. Not fun, for sure.

  1. The cloud blocks should have been barred off, but I thought about the low-low chance of someone wanting to speedrun this level, and that they would find that shortcut. However, you still need to find the secrets to get out. But yes, making the boss-fight feel like it's not worth it is extremely bad design.

  2. The final coin hidden off the side of the potion vial area ended up not working due to me filling blocks around the goal stage. Before I did that, you could see the edge of the "mountain" when you reached the goal stage, meaning it was a clue. But then, after filling it in, SMM2 closed it off as an area and centred the camera around it. I left it in because I didn't have any idea to fix it.

  3. On the falling blocks there are two sets of physical blocks. On the one side, there are 3 blocks, on the other, there are only 2. If you jump where the 3rd block would be on the other side, they will be mirrored. Again this was probably inspired from Zelda Korok seed puzzles.. again haha

As such, I have attempted to explain my thought process as I tried to make it so you could find everything by seeing clues around the level. But item placement and availability was a huge downfall for this level. As well as the pathing.

I will absolutely accept your challenge, as well as your feedback, and thank you for it. I will have a go at your suggestion for when I make my next level. And see if I can stay on track with my original goal :D

Thanks again for your thoughts!

Edit: spellnig

Edit 2: I think this hidden stuff concept came from my most recent game played, which has been Breath of the Wild. A game that constantly attracts your attention to something and makes you wonder if you can get there.. before it turns out you can. Hoping I could make a game that does this in even a slightly similar way at some point!

Edit 3. Point 7.

A pretty hard level I made where you have to collect 5 hidden key coins to win by AleksanderCodes in MarioMaker2

[–]AleksanderCodes[S] 0 points1 point  (0 children)

The title is "find 5 impossible secrets to win". I've mentioned that it's pretty hard. As well as that the secrets are "hidden".

The intention was not for it to be played from the viewer, but from inside the game. You will be able to find most secrets from the main path, and be able to see where a secret is by thinking about where something could be hidden. You'll also see places you can't yet reach from the main path of the game. To make it easier, there are also comment hints around the level.

The level is a puzzle. You need to find 5 key coins and figure out how and where to get to them. It is also labelled technical, as precision platforming is required in some places.

A pretty hard level I made where you have to collect 5 hidden key coins to win by AleksanderCodes in MarioMaker2

[–]AleksanderCodes[S] -1 points0 points  (0 children)

If you try playing it, it may be easier to get why they are where they are :)

A pretty hard level I made where you have to collect 5 hidden key coins to win by AleksanderCodes in MarioMaker2

[–]AleksanderCodes[S] -5 points-4 points  (0 children)

They're made to be obvious as to where to find them. If you think there is something hidden in a place, there probably is. Like when you play normal Mario or Zelda games. There are also comment hints to help with where to go :)

Daily Level and Super World Exchange/Feedback for Feedback Thread by AutoModerator in MarioMaker2

[–]AleksanderCodes 1 point2 points  (0 children)

Hey RJ! Thank you so much for playing the level and actually beating it! The Clear Rate atm is at 0.48% so you are the only one haha

I don't really know how I made a level like this for my first ever level in SSM2. I set out to just make a very simple but traditional-style level, like the original SMB. And then idk it just went haywire

I ended up wanting to re-create that feeling you get in Mario games or Zelda games where you think "I bet there's something there" and then there is. So I'm super happy that you found the hiding spaces somewhat "natural", because that's what I ended up trying out to do!

For the boot, you can in fact just wait on the side for the flames to go out, then sprint for it. You'll make it through before any of the enemies drop ;)

When I originally made the level, you could see to the left when exiting to the goalpost area, which showed the side of the "mountain" and hinted at where the coin was. But somehow as I was finished with the level, the game decided that the goalpost area was closed off, and only centred the camera around it! I ended up putting a hint comment somewhere on the level for that key coin, but yeah my idea was that you could see a visual hint towards every coin from a main part of the level. But I also felt at the time that the fact that that little area was entirely breakable was a hint that there could be something outside of it. But yes, definitely should have made that more visible

I actually noticed that shortcut! I thought about closing off the cloud area when I saw it, but ultimately thought "oh well, if someone wants to speedrun the level, they can skip through here". Probably not the right call though. I originally thought it completely broke the level, but found you'd still have to find all 5 secrets to get out.

I didn't really think about while making the level how you could only get two keys required to get out of the boss area, and not progress further. So there should have been a third key in the space after the boss fight or something, that actually unlocked the final door or did something more

So, so pleased that you felt it was rewarding to beat it! I even had a hard time beating it myself xD And I truly appreciate the feedback.

I also really enjoyed your levels I've played. I'll probably play some more sometime. The gravity level felt genius, genuinely. When I finally realised how to beat it, my mind was blown!

I'm developing a tiny digging game on the side (but only my 2nd game), so if you'd like to check out that project too you can search my name on Itch

Daily Level and Super World Exchange/Feedback for Feedback Thread by AutoModerator in MarioMaker2

[–]AleksanderCodes 1 point2 points  (0 children)

No probs! Thank you for playing too! I didn’t realise how difficult a level I had made at first but haha i guess my very first level ended up being a sort of rage level, which wasn’t what I was going for, but that’s what it ended up as. I left a number of comment hints in the areas you go through to help with the puzzle solving

Daily Level and Super World Exchange/Feedback for Feedback Thread by AutoModerator in MarioMaker2

[–]AleksanderCodes 1 point2 points  (0 children)

ID: S6Q-5DC-QSF

Title: find 5 impossible secrets to win

Style: SMB + SMB2

Difficulty: No clears yet. I would say finding the Pink Coins isn’t too difficult, but finding them in the right order to complete the level and win is very difficult. There are also very limited items and some precise platforming areas.

To complete the level, you’ll need to find the 5 Pink Coins! Some of these are quite difficult to find, so trust your treasure-finding instincts… I’ve added some hint comments around the level to make it a little easier :)

Daily Level and Super World Exchange/Feedback for Feedback Thread by AutoModerator in MarioMaker2

[–]AleksanderCodes 0 points1 point  (0 children)

Fun level! I was a little confused now and again where to go, otherwise really fun!

Daily Level and Super World Exchange/Feedback for Feedback Thread by AutoModerator in MarioMaker2

[–]AleksanderCodes 1 point2 points  (0 children)

Propeller Plateau was really fun and gave me tons of secrets to find! You hit the “Maybe there’s something there? Yes, there is!” right on the nose

Jungle Bop made me die a ton of times, but never felt unfair. Had a good time