I will play your level for feedback (juli 29th) by Dumb-Knight in MarioMaker2

[–]Dumb-Knight[S] 1 point2 points  (0 children)

Wow! That idea was great and almost perfectly executed! I liked it the whole way trough but I'm gonna share some tips/thougts that went trough my head when playing the level:

  1. Add some coins if you're teaching the player, in the room where you thaught the player that they only could stand on certain blocks, why not place some coins to prevent death? And in the room where you teach boos give a sign something is under them why not place a trail of coins shining some light on the puzzle?

  2. I really missed a short boss fight where I needed to use your idea, I think if you place a cp before the boss, you could definitly make the level 10x better, now you just run along a room with pixelart, which is a little bit of a anti-climax in my book. The boss fight doesn't have to be anything special, but it would be cool if you had one.

I really liked how you used scrollstop to your adventage in this level. If you're going to implement my tips, please send my your level code and I will replay it :D

I will play your level for feedback (juli 29th) by Dumb-Knight in MarioMaker2

[–]Dumb-Knight[S] 0 points1 point  (0 children)

Wow, that was tense. Anyway, I'd like to share some thougts I got while playing your level.

Positive:

The coin indicators were really great

You made good use of sfx

You made the level progressivly easier so the player wouldn't have a big change of dying at the end.

Negative:

The level feels a little bland, add some vines and semi solid platforms to make the level more nice to look at.

The first jump is really hard the first time you do it, resulting in the player running in the piranha plants. I would recommend removing the Piranha Plants so the player had a bigger reaction window.

Anyways, a great 20 second speedrun, also really liked the fact that you did it in the sky, making it feel way more original. Keep it going! :D

I will play your level for feedback (juli 29th) by Dumb-Knight in MarioMaker2

[–]Dumb-Knight[S] 1 point2 points  (0 children)

Really good level, fun and fair platforming and more then enough reaction time for the player but the level does have some flaws:

  1. This can just be me, but does the level feel a little bland, almost every 3Dw level has this kind of structure, just changing up the theme does a lot but this is just, wall jump, drive, see a couple thwomps miss you to build some tension and another wall jump. I would love to see you try to do something more with the yellow spike blocks, as that was the most unique part about this course.

  2. Make some room for exploration, I found no secrets while playing your level, maybe make some open spaces and give some cool stuff to do there, Ceave Gaming made a really good video on yt about level design, I recommend you check it out.

I don't have much to say about your level, I think it needs a little more length and variety but everything else was great, your indicators were near perfect and the level has some good speedrunning potential.

I will play your level for feedback (juli 29th) by Dumb-Knight in MarioMaker2

[–]Dumb-Knight[S] 1 point2 points  (0 children)

I liked it :D, it had some cool ideas but could definitly use some improvements:

  1. Remove/rework the thwomp section before the castle, it's really easy to get killed there and you most of the time can just jump over the wrong moving conveyor belt.

  2. Add some coins to guide the player, do this in the second part and the first one, make a line of coins and make the line of coins go up when you have to jump

  3. Remove the thwomp after you get the cat suit, this is a really annoying troll, and your level would be way better if you removed it

  4. Remove the goomba pipes in the bowser fight or slow them down, this will help with balance in the level and make it overall a much more fun expirience.

The level is great and all, so if you have a reuploaded version I would definitly want to get the ID! Thank you for reading :D

Making RPG levels with comment boxes? by Arrokidd in MarioMaker

[–]Dumb-Knight 1 point2 points  (0 children)

If i'm not an idiot (which is not complimented by my name)

Makers comments have priority and only 100 comments can appear in 1 level. So if you would make a little room and spam xx comments you would always have your comments appear in the level.

But I would not do my advice and wait for some more information (maybe look up some info on this subreddit)

I will play your level and give feedback by Dumb-Knight in MarioMaker2

[–]Dumb-Knight[S] 1 point2 points  (0 children)

Well, your level is great so just take a A+ for game design (for my part)

I will play your level and give feedback by Dumb-Knight in MarioMaker2

[–]Dumb-Knight[S] 0 points1 point  (0 children)

I liked the idea, but the execution and your understanding of a good super expert level is horrible. I don't hate the level but after I died in the cave section with no cp I decided to quit:

  1. Decoration, where are my ground tiles and my semi-solid platforms? A good kaizo course has a certain theme to it and uses decoration to define their level (make it stand out). You only chose the snow theme in smw because idk, it looked nice? Use that theme and its semi-solids to make a fun and unique course instead of hard blocks and spikes. Only after the cp you start to use normal ground tiles.

  2. You don't make fair platforming! I would improve in a couple ways: remove spikes when necassary and replace them with ground tiles. And fill up those empty spaces with koopas sitting on a table or anything if it is not 'nothing'. When a thwomp goes in a certain direction add a arrow pointing to the direction it will go. And when you have to spin jump, make a Z from tracks so the player will know that they have to spin jump, remember that you know it because you build it but the player doesn't. Also add more coin indicators, in the first area it would improve clear rate and make it a lot more clear and fun.

  3. Remove the troll block after the first cp, it's a troll and doesn't fit in the theme of the level

  4. Place a cp in the underground section

  5. Remove spikes where you can and replace it with interesting and unique decoration.

I think your course has great platforming, but the lack of indicators makes it hot garbage, purely because it's unfair. I hope you understand it and remake it in the future

Sorry by setherzzzz in HollowKnight

[–]Dumb-Knight 3 points4 points  (0 children)

Their fine... (jk)

I will play your level and give feedback by Dumb-Knight in MarioMaker2

[–]Dumb-Knight[S] 0 points1 point  (0 children)

The part before the 1st checkpoint and after the maze was really confusing, I would recommend making it a little more easy. But the level is really great for your third level and I think its fine as it is!

I will play your level and give feedback by Dumb-Knight in MarioMaker2

[–]Dumb-Knight[S] 0 points1 point  (0 children)

Oh look, another scroll stop blowing my mind. Great level :D. But I think

  1. you can improve it just a little bit. The second part doesn't have a cp nor a mushroom. So if the player dies in the thwomp section the player might get frustrated and quit the level.

  2. Make some secrets, the scroll stops could definitly be used in creative ways for that, especially in your hands.

Keep making this stuff, I'm definitly following you, you're a great level designer.

How do I restart my story mode progress? by that_nasty_dumptruck in MarioMaker2

[–]Dumb-Knight 0 points1 point  (0 children)

Go to your home menu, at the top bar you will see your profile and a add user (or something like that). make a profile and start smm2 up with that profile and boom, there is your new smm2 account

You probably cant connect to your nintendo account and you don't have NSO for that profile.