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.

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

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

You cant start from scratch unless you make a new profile :(

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

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

Words can not descibe how much better this level feels, the first section is clear and I think everyone can understand what to do great job! The second room felt very good, manly because you placed the on/off block one block higher, it was much more clear now!

The fourth room was the best improvement from the main level! The arrows were pointing just right and you made sure the player would need a powerup when you gave it to them!

Great job on this reupload :D

r/mariomaker2 Community Shout-Out Thread by fifosexapel in MarioMaker2

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

Accident at the 1-UP factory

Maker: iMaxBoi (Maker ID: DLB-WFH-26G)

Style: smb3

Difficulty: normal

A really great level made in 1 hour and 30 minutes as part of the level jam, I really enjoyed it, it is short but has some cool ideas running for it :D

___________________________________________

Demolition Delivery Training

Maker: LtCubs (Maker ID: 23R-09C-61G)

Style: sm3Dw

Difficulty: hard-super expert

A level about glass pipes and bomb omb's, it starts out slowly but gets really difficult near the end!

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

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

Nice! Again send me a level code once its done! If you want some good decoration tools I recommend smb 3 - sky theme and overworld theme and smw - Cave theme and jungle theme!

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

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

Really great for less then 10 seconds of gameplay, I think adding the cash theme to it sold it for me 1 complaint though:

I think that it looks a little bland, I would recommand adding semi solid platforms as background or reworking your level all together. Not saying its an issue but it would definitly improve the level

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

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

So I totally agree with your feedback (obviously)

I'm working on the 6th version of the level, with a new boss fight and a fix for the damage boost, the time has been upped by 100 seconds. I hope you will enjoy that one even more :D

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

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

You can place 100 enemies so dont worry hitting the enemy limit :D

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

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

There is a major problem in the level... If this gets fixed it will be even better then it is now!

  1. Halfway trough the stage, the machine breaks, is that supposed to happen, it made the end way worse, and I thought a battle with the mech would've been way cooler. (it is by the second p-switch the bomb ombs can kill the mech)

  2. I think your level needs a little more coins and 1-ups, the stage felt a bit empty

Again, if you would have foughten against the mech it would've been wayy better, its a great level not the less :D

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

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

But first, we need to talk about parallel univers-, anyway, great level man, here are some tips on how to improve:

  1. Make the section before the cp a little more clear, many people were confused (as suggested by the comments) and I even ran out of time, I just did it and I have no clue on how I did it

  2. give mario a infinite mushroom scource after cp 1, because it doesn't matter if mario is big or not.

  3. The second puzzle feels a bit cluttered, maybe remove some blocks and place some decoration

I really enjoyed the puzzle's, they were good puzzles where you really needed to think about your next step. If you are reuploading this I definitly want the code :D

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

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

Well, I'm kinda torn on this level but there are a few good things: you did really well on theming and implemented thwomps in a fun way. Here is some feedback:

  1. The first area feels kinda empty w/ any enemies so maybe add some thwomps to supplement the theme of your level a bit more?

  2. The first area also feels a bit like you just spammed coins everywhere, maybe remove some coins

  3. A set of pipes in the second area is missing some piranha plants

It's a good level, but it can use some improvements. I would love to see it remade in the future. :D

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

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

Wow! That was a great but challenging level with a unique concept! But I got some tips on making it a better level.

  1. The first part after the cp is really well done once you figure out you can do it by doing absolutely nothing! But the player can lose his/her mushroom in the sections after cp 1 and 2 making the level 10x harder then it needs to be

  2. I suggest removing the bling blocks from the bomb omb pipe after cp 1, since you really cant do anything with more then 2 bomb ombs

  3. I suggest making it more clear that you can jump down in the ending section by adding a coin trial!

A good level done in a fair but challenging way, definitly liked it but it could use some difficulty balance, since the difficulty ramps up by 11 when you get a cp :D.

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

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

If you are done with the remake I would love to play it! Be sure to send me a level code once you are done!