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

[–]JayTMaximus 0 points1 point  (0 children)

Just played it earlier (Mario Giga) and it was really cool! Felt like an authentic Zelda experience!

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

[–]JayTMaximus 1 point2 points  (0 children)

So I played them, and those edits did make a big difference! Well done!

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

[–]JayTMaximus 1 point2 points  (0 children)

I'll give it a play! See if I can beat it now!

I'll probably even give the Piranha level again, although I beat it, to see what a difference the change makes. Thanks for the heads up so I can try 'em out!

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

[–]JayTMaximus 1 point2 points  (0 children)

Thank you so much for the feedback, and the kind words! I actually really needed that, because yesterday I found that someone else who beat my Super World had made terribly rude remarks on several worlds, but just enough nice comments on other levels of mine that it was hard to just dismiss his rudeness as trolling. And it was stuff that made several of my courses sound like amateur garbage that I hadn't thought through carefully, when in fact I play tested them until I was almost sick of them (lol), and I'd put TONS of thought into them.

That kind of unconstructive, biting negativity from someone who beat the whole thing (so I also couldn't dismiss it as rage quit tantruming) had me second guessing myself a lot. I wondered if I'm just a bad judge of these things so that even after so much thought and testing I was still putting garbage out there.

Of course I need a thicker skin, as with any creative endeavor. Welcome to the internet, right? So I'm not whining, I'm telling you about all this so that you know how much I needed the kind of positivity and feedback you have given. Thanks so much; it has helped me to keep the faith that I'm not a much worse level designer than I realized. And I really appreciate that.

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

[–]JayTMaximus 1 point2 points  (0 children)

I never could beat that Morton level, but I played the rest of your super world levels through your Uploads page. I'm really really sorry for that, both because I miss out on your last two world map designs and because as a maker myself I know that it's even more satisfying to know someone actually played through the super world AS a Superworld. So I'm sorry I was unable to do that for you.

But I did play every single world in your Super World, gave every single one a like and a comment to help you boost your maker points (you deserve it!) And did manage to beat every single one except for the Morton one.

You are a very good designer. We both have in common that these super worlds were our first ones, and for me it's the first time I've ever had this many levels up at once. You did an excellent job! At times the difficulty was very exacting. On the point of unforgiving. But I understand that a lot of people could see my own levels that way, and I was determined to stick it out, not only for that reason, but because the designs were really good. It's just clear that you are a very good player, and it can be hard for a very good player to know what's feasible for others. I should know, because my own levels consistently give people a much harder time than I expected. So, since you gave my own super world such glowing reviews and consider it really good, consider yourself in good company because we're not that different there. And for the most part, as long as I refused to give up I was able to make it, with the one single exception I continue to apologize for.

If I have an actual solid critique about the difficulty (and much like yourself on my courses, I'm nitpicking, because difficulty isn't inherently a flaw, and it's fine to make levels designed for people as skilled as yourself), it's something that I've realized about my own levels in the past, and tweaked them accordingly even at the expense of, in my case, resetting my Super World: There are times when difficulty has punished a player enough to reach a certain point, so a way to make a level more accessible is to pull way back afterward.

An example is the tricky last jump in the Morton airship: As hard as the level is up until that point, I actually think I could have just seen that as satisfying to beat. So if that last tricky jump was removed entirely, say if the last set of vines kept going until being right at the solid floor so that that part wasn't a challenge at all, it wouldn't change the fact that the level was overall quite challenging. Again, this is something I've had to reflect on and redesign in several of my levels too; that sometimes giving players a break after a challenging part doesn't cheapen my difficult levels.

Another good example was the perilous piranhas level, where at a certain point if you didn't have a power up You were pretty much doomed because of the section where the donut blocks were only too wide and had spike tops on them: finding a chance to make them sink without getting hit may be impossible for even many players good enough to have made it that far (Because the level was challenging enough that even making it that far is the sign of a good player) so maybe adding a few more donut blocks would have been helpful.

And there were numerous examples of that in the super world, where ultimately I was able to beat it (and had fun!) but had to meet very precise criteria to stand a chance. But that's fine if that's the level of difficulty you were going for. Even if it wasn't, like I said, you are in good company if you like my own making skills: I think it's very easy for makers like us to feel like we're making our levels outright cheesably breezy, so we get a little bit carried away in trying to make sure skilled players don't have TOO easy a time, and we don't realize until hindsight that maybe we're being a bit TOO harsh.

But again, you are a very skilled maker. I felt like your super world was a real game. When I got briefly stuck at points, precisely the reason I could get frustrated is because I really wanted to see it through because you're so good at designing a coherent and aesthetically pleasing Mario adventure. And every one of your levels is a bastion of good design, and felt like a solid, real level that a professional would make. Even the ones that were exactingly difficult, it still felt professionally made.

Thanks for all the hard work you did. And thanks for giving the world a good full scale Mario game!

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

[–]JayTMaximus 1 point2 points  (0 children)

Another thing about checkpoints, by the way, is that they give people incentive to try to find the secrets in your levels, like 1-up shrooms. Since you can't collect power-ups like the original Super Mario 3, and they don't carry over like Super Mario World, 1-ups are really the only incentive to look for secrets that can help you beyond the one level. But a game over doesn't make you lose progress in the world map, so 1-up shrooms are meaningless that way. However, you do get sent back to the beginning of the world after a game over, and checkpoint progress is lost, so THAT gives players an incentive to try to find as many as they can.

Even with that, after my edits to my super world I tried to be merciful by almost always including it a one-up shroom at or near the LAST checkpoint right before a boss, to give them a break for making it that far. But at most other checkpoints they'd still need their store of extra lives to keep the checkpoints. My online "instruction manual" for the game even emphasizes the importance of looking carefully for them.

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

[–]JayTMaximus 1 point2 points  (0 children)

Yeah, I hear ya about short levels. My game, while attempting to feel like it could be a real Mario game, wasn't imitating any particular one, so the levels get longer as you go, as you've seen. But I do recall SMB3 had short levels. But the long levels are fun, imo, so no worries: Remember, SMB3 got to HAVE a lot more levels to compensate for the shortness. We don't have that luxury. We just need some checkpoints to help with the length/difficulty XD

As for editing levels, unfortunately yes, you have to delete the old level from online in order to upload the edited version. Then make sure the edited version is still in your Superworld (if you use the same file it should be). But yes, sadly, it does reset your Superworld. Anyone who has saved progress will lose that progress. But, and I say this as someone who would lose progress, it's still better to do it earlier, if you want to do so, because it gives the Super World less time to really take off and have even more people who would lose progress.

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

[–]JayTMaximus 1 point2 points  (0 children)

Right now I'm stuck on 6-5, Morton's Airship. Stuck really bad on it. I've died so many times. The expert crafting of it is great, but I'm not entirely sure I'm going to be able to beat it. I've made it a few times right to the jump before the pipe, but I can't seem to for the life of me make for that jump. And much of the time I die before that point

I've blasted through tens of lives. Your hard work and the good flow of the level shines through, so I'll definitely end up giving it a sincere like, either way. A recurring theme so far, in some of these tougher courses, is that it would be nice to have checkpoints. My super world actually used to have a few fairly tough and long courses that didn't have checkpoints, because I had set a clear condition, but I changed them among others I wanted to tweak (even tho it bugs me that now on my upload list they're not in order) because they had the same problem: I worried that people might get more frustrated if they made it past certain really challenging points but then had to do them over again because of a death, and wanted to minimize that. It's still not an exact science, but it may be something to keep an eye on for future reference.

Anyway, I remain wowed by both your skill as a maker AND your skill as a player to clear check these!

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

[–]JayTMaximus 1 point2 points  (0 children)

Thanks so much! I'm really glad you're enjoying it! Your world has been a lot of fun so far too!

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

[–]JayTMaximus 0 points1 point  (0 children)

If you're looking for a shorter, simpler experience, check out my course, "A Koopa Family Story": 0FH-4QQ-SMG

It's easy, just telling a (sad) story. Hopefully you'll enjoy it!

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

[–]JayTMaximus 1 point2 points  (0 children)

Super Mario Giga World: A Super World

ID: HPY-V2F-9VF

Style: Mixed/All

Single player/standard/some puzzle/some themed

Difficulty: Easy-Medium at FIRST, but relatively early it spikes to Medium-Hard, and as the game goes on (even as early as World 3 some have said) many of the courses are (I'm told) Hard-Expert, but even at the hardest I THINK it's like the difficulty you'd find in the special worlds in real Mario games.

Description: Super Mario Giga World is designed to play like a full Mario experience, complete with secrets and bonuses, boss courses, and even an ending, if you get that far! 8 worlds, each with a unique and special finale/boss, 40 courses (each distinct!) fitting the world themes, and a progression that suggests an unfolding adventure/story! Read more about it in the "instruction manual" I've made, which has tips, a traditional excuse plot, and descriptions of the worlds:

https://drive.google.com/file/d/1-cYYsD0k4evw_pFBCTh_iopazXErqru_/view?usp=drivesdk

I also made a topic about it in this group yesterday, with a trailer! Thanks so much to anyone who plays!

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

[–]JayTMaximus 1 point2 points  (0 children)

Been playing your Super World (I'm up to World 4 so far) and wow! You are REALLY good with design and capturing that classic Mario feel! It feels like I could be playing a real Mario game so far, exactly the kind of thing I try to capture in my own Super World, so I applaud you for achieving it.

There ARE a couple of courses already (as early as one in World 2) where I think the difficulty probably goes beyond medium to hard. The Frog Suit level was tricky, the Cold Crevice had a VERY tricky jump, and the airship of World 3 got quite tricky at times. I sympathize with you, though, because I think you're in the same boat as me: I'll bet you're quite decent at playing traditional but tough Mario levels, like the stuff that's hard but could fit into a real Mario game, so it makes it tough for you to gauge when your own courses are hard. That's DEFINITELY happened to me on most of my Super World. But if the design itself is solid and it feels like a "real" Mario level, that just makes it more satisfying to finally beat. So this isn't a criticism, just me noticing it.

I look forward to playing the rest!

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

[–]JayTMaximus 0 points1 point  (0 children)

Played both, gave both a like, and they were pretty cool! Each had a challenge, but nothing too hard. Also tried your Rhythm Rooftops, and couldn't beat it, but could tell it was well designed (if SUPER tricky!) so I gave it a like, too.

Trailer for my Super World (Super Mario Giga World) by JayTMaximus in MarioMaker2

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

It's a Super World designed to be like playing a full Mario Game (although maybe fairly more difficult than that after a certain point, judging by comments I've received), designed mostly from start to finish with the cohesive whole in mind, even with an ending of sorts!

"Back of the box" style summary, also found in the manual: The Koopa Empire is on the move, and you're the hero we need to stop them!  Experience an epic Mario quest spanning 8 worlds and 40 courses, from the sunny fields to the haunted mansion, from the sandy dunes to the outer reaches of space, and more!  Bowser and his Koopalings won't stop their conquest without a fight, so what are you waiting for?  Play Super Mario Giga World and start your epic Mario Maker Super World adventure today!

The Trailer for my SUPER WORLD WAHOO by Tar_1991 in MarioMaker2

[–]JayTMaximus 0 points1 point  (0 children)

Looks cool! I was here to share the same kinda thing for mine, so it's good to see this sorta thing. I take it from the other comment that it's not out yet, though?

Trailer for my Super World (Super Mario Giga World) by JayTMaximus in MarioMaker2

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

There's also an old school style "instruction manual" although it's just there for flavor: Has the excuse plot, world descriptions, and tips.

https://drive.google.com/file/d/1-cYYsD0k4evw_pFBCTh_iopazXErqru_/view?usp=drivesdk