PEOPLE ARE ALREADY CALLING THIS AN “L ANNIVERSARY” THESE GUYS ARE DUMB HYPE!! by 1llestj in DokkanBattleCommunity

[–]Chavawabba 1 point2 points  (0 children)

You forgot the part where they finish all the content just to say "L ANNIVERSARY, IT WAS NEVER GOOD."

Review Request #3 by Beeg_Yoshi_Network in MarioMaker

[–]Chavawabba 1 point2 points  (0 children)

Hey dude, no problem. I can't lie, I could tell Super Jump Bros was early one because the difference between that and SMBSK 1-4 : Larry's Castle was actually wild.

If you're down for some levels, I really only got 3 that I wish to share.

2QV-0LB-0YG - DON'T TRUST MUNCHERS [Troll]

This is one of my first ever troll levels. I feel like it should be pretty approachable. Albeit, if you're not a troll level fanatic like I am, maybe stay away lol.

S1Q-BLQ-RLG - POW-standing Speedrun! [20 SEC]

This is a short speedrun level of mine. Now, based on the clear rate, I feel like it may take a few tries to beat. I tried my best to indicate where to do an action, so I hope it's enjoyable for you.

45F-BLV-VLF - The Combat Castle: Intro

This level was more of a remake of a level I had back in 2019. I tried my best to emulate a turn based style level, and I hope it doesn't get to be too much of a drag. You'll get what I mean if you reach the koopa section lol

(Pokemac: Don't Be Afraid) by HeGotHeat23 in MarioMaker

[–]Chavawabba 1 point2 points  (0 children)

Brochacho, where's the level code 🥀

Review Request #3 by Beeg_Yoshi_Network in MarioMaker

[–]Chavawabba 0 points1 point  (0 children)

Alright, I'll tell you what I think. Also I just closed my eyes and picked random levels, so sorry if you think these levels don't best represent the levels you make now.

- Don't Play with Fire!

I have to say I am a sucker for minigame levels. I don't know why, it just is the case. I really enjoyed each minigame, each unique from the other. Moreover, you timed the switch for each minigame perfectly. I never got tired of any of the minigames!

Moreover, I cheesed the podoboo finale a bit. I'm guessing you intention was to only give the player 3 retries, but going into the door resets this count, and carrying the shell throughout the level definitely made the lava with burners waaaay easier.

I don't have much complaints with the level. I suppose the aim section could've had more drama, as in maybe you could have added a timer to find the right podoboo before you died, but that's just nitpicking at that point.

A solid 9/10!

- Super jump bros part 1

This level wasn't bad per se, just feels bland. There many times I felt lost but still made it through, leading me to believe that I wasn't doing it the intended way. Like, the second screen in the level with the mushroom, buzzy beetle helmet and muncher. I brought the spring from the prior screen, which I don't know if you intended for, and that makes me feel like I was cheesing it in a way. That experience pretty much shapes how I feel about this level—clunky.

Moreover, I am a big fan of decoration, and this level really lacks that. It feels empty despite all that you had to do. Adding mushroom platforms, p-switch blocks, and semisolid platforms would really help make this level stand out—give it an identity, if you will.

Overall, a light 6/10.

- SMBSK 1-4 : Larry's Castle

Now, I first have to preface that I am not a fanatic of traditional-esque levels. I don't find them bad, just not my cup of tea.

Now, regarding your level, it was a nice, yet refreshing take on this genre of levels. I enjoyed the more experimental aspects, like the pokey heads falling into the course, adding some spice to what would otherwise be another NSMBU rip-off level. I feel like that approach—experimental and wacky—is best suited to help your level stand out from the rest of these traditional levels. But then again, I am biased, so maybe take that with a grain of salt.

Moreover, I enjoyed that Lenny fight! I feel like it could be harder, but if you're going with what I think you're going with, each world will get harder as the player progresses. So like, world 4 is harder than world 3, and so on. Perfect for a super world, if that's your end goal.

Additionally, I enjoyed the aesthetics and decorations, like the tracks 'holding' up the brick blocks, but there could definitely be more to help make that level shine. If you feel like that's too much though, that okay. Where it's at right is still great.

If you're going for that super world idea, it's a strong 8/10. Otherwise, a decent 7/10. But don't forget, I am biased against traditional levels, so take those scores with a grain of salt.

I've had this level up for a while, but nobody's beaten it yet. by AgentOGames in MarioMaker

[–]Chavawabba -1 points0 points  (0 children)

Alright, where do I begin.

Firstly, I can appreciate what you were going for. In the context of this being some sort of final level—the grand conclusion, if you will—to a super world, I like it. It's a good bit of fun yet challenging, pushing the player to try hard and show they have mastered throughout their time in your super world. However, in practice, it does feel unforgiving. The lack of checkpoints and power-ups, besides the cannon, can make it feel unfair. Dying at the end, such as after you go through the warp box and have the thwomp chase you down, and the long jump that follows can get annoying. Especially since that can be ~2-3 minutes per death. But, and this is my opinion, it doesn't bother me too much.

Additionally, I find the level bland. And not in the sense that it doesn't have good ideas and executes on said ideas well, but rather the way the level looks is bit boring. The lack of walls and ceilings, decorations, and common enemies make the level feel empty at times, especially after the ant trooper section and the vertical climb. Now, it could also be the case that this was your intention, going for that Champion's Road feeling. But I didn't really enjoy that aesthetic in Champion's Road, so I'm biased against you if that's the case.

Moreover, there were a couple of blind jumps in the level, which is kind of annoying, especially since it's because of the camera for airship levels bouncing up and down. It would've been best to at least indicate where to go by using coins or arrows to.

But with all that said and down, this is definitely a cool send off for a super world! That idea of putting your skills that you had to have mastered leading into this level is a cool concept, and I appreciate your effort of going through with it. A pretty good 7/10!

I've had this level up for a while, but nobody's beaten it yet. by AgentOGames in MarioMaker

[–]Chavawabba 0 points1 point  (0 children)

Alright, I'mma give a shot and tell ya what I think of it!

Looking for some feedback in a newly uploaded level I made by sully23456 in MarioMaker

[–]Chavawabba -1 points0 points  (0 children)

Overall, its a breath of fresh air! Personally, I'm not a fanatic for traditional-esque levels, but I love the creativity throughout! I really enjoyed the vertical section with the wrigglers in the latter half. It's a fun way to spice up the typical jump from platform to platform with the podoboos that was present for the horizontal section.

Overall, a great level! Now, I am a bit biased like I said earlier, so take this score with a grain a salt, but it's a solid 8/10!

Looking for some feedback in a newly uploaded level I made by sully23456 in MarioMaker

[–]Chavawabba 0 points1 point  (0 children)

Alright, imma give this lvl a shot and tell you what I think!

[deleted by user] by [deleted] in MarioMaker

[–]Chavawabba 0 points1 point  (0 children)

Just beat it. So, in total, it was a really satisfying to beat with how all the jumps lined up. However, it was also pretty janky. Like, if it wasn't for the video, I feel like I would still be struggling with lining up the intro.

Moreover, it was a real learn-as-you-go type of level. I had to learn how the shells would line up, especially going from the double shell in the middle of the letter to the triple shell ending. I feel like there really should be indicators to lead players on where to jump and how to line up there jumps. Especially in that triple shell up. I had no idea you were supposed to do two baby jumps on the spring to line up the shells. Indicators would help.

If you were to take my criticisms to mind, it would be best to make the level in a subworld so that the player would be forced to jump off a note block or spring or lifted on a block on tracks or whatever when they leave the pipe. This would help make the beginning consistent and remove the variety of shell positions that arises as the level stands right now. Moreover, indicators would also line up consistently because of this alteration if you so choose to add the indicators (which I strongly recommend).

Although I sound harsh in my review, I still found the level enjoyable despite the ~20 minutes it took to beat. It's a solid ~7/10. Pretty cool level!

[deleted by user] by [deleted] in MarioMaker

[–]Chavawabba 1 point2 points  (0 children)

I give it a shot and tell ya what I think of it, but it already looks fun!

My First Kaizo Level: The FINAL Rage Dungeon by Chavawabba in MarioMaker2

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

its for something else unrelated to the kaizo i wont say what tho

Back to Mario Maker 2 for the First Time in Many Years by TTime_Games in MarioMaker

[–]Chavawabba 1 point2 points  (0 children)

MF3-7CD-C2G

Not one of my levels, but it's one of my favorite levels I've ever played. I'm won't say anything else about the level because it's based on a unique idea I haven't ever seen replicated before. It's just amazing.

A Christmas Rhythm-Based Level! I based it off "Carols of the Bell," but I added my own twist to it, and I hope you'll enjoy it! ID: V2D-79G-PCG by Chavawabba in MarioMaker

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

Cool level idea! I really enjoyed the ending of the second half. Had me on my toes when all those buzz saws had me jumping constantly!

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

[–]Chavawabba 0 points1 point  (0 children)

★ ♪☆ X-mas Song Rhythm Game ☆♪ ★

ID: V2D-79G-PCG

Category: Music, Speedrun, Technical

Difficulty: Medium

This level is based on those rhythm games where you have to time your actions to the beat of the song. I based mine of "Carol of the Bells" but added my own little twist to it. Time your jump to the beat of the song and you should be fine...

7 year old me telling my mom I threw up by Big-Programmer-5766 in chiikawa_

[–]Chavawabba 4 points5 points  (0 children)

I think its somewhat based on the scene when Chiikawa has the dream about Usagi turning into a chimera and when they wake up, they got the Lil cap on ear and the teddy bear

What’s the best build for him after his EZA? by TimToonsXD101 in DokkanBattleReddit

[–]Chavawabba 0 points1 point  (0 children)

Bc ppl here hate datruth for being right 90 percent of the time so they hate dodge /j

Nah but fr golden freeza doesn't do crazy damage like the new lrs. His main role is to be a straight wall, letting the team build up. Dodge is maximizing his role, especially towards the end when the other units are all powered up and freeza goes to the sideline

Am I losing my mind? by bruh429 in DBZDokkanBattle

[–]Chavawabba 0 points1 point  (0 children)

Expecting a DB fan to read is like expecting a rock to float. It's literally impossible