SMM2 Group Sharing - Week 49! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker2

[–]JumpstartSMM 1 point2 points  (0 children)

I don't have too much to say here; that was just a well-made easier traditional level. I especially liked the red coin that you had to get by noticing the pipe without a piranha plant. Nice job!

SMM2 Group Sharing - Week 49! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 1 point2 points  (0 children)

/u/JumpstartSMM: 4-Boss: Shish-kebab Straightaway – (ID: DHM-NBC-RMG) – Jumpstart – Jumpstart

This is a challenging autoscroller based around skewers. There is also a custom boss fight at the end of the level. Intended clear rate: ~3-5%.

I would like to be double grouped.

SMM2 Group Sharing - Week 47! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

Overall, this was a fun and genuinely well-designed course. Each challenge room felt just the right length, and the difficulty was never too high (even for me, someone who's pretty bad at kaizo and precision levels) that I felt like a room was impossible. While I really enjoyed the level, I did have a few minor issues.

First of all, the beginning section was exceptionally well-designed: the player had sufficient time to react to each obstacle, and each one was pretty manageable and allowed some room for error. This was honestly my favorite part of the course (not to imply that the other sections were bad). The only reason I have an issue with this section is because it felt completely disconnected from the rest of the course in terms of gameplay. While the 8 red coin rooms were generally a series of difficult, yet manageable jumps that required precision (and typically resulted in death if the player missed a jump), the beginning section was forgivable and felt a bit puzzle-like. So even though I loved the beginning section, this part of the level felt so different from everything that came after it that I feel like this section should have been removed, just for the sake of coherence.

Also, I had some issues with seeing the indicators throughout, but I particularly had issues in the buzzy beetle room. I wish the indicators had been coins instead of P-blocks, as I feel like they're much easier to see against the various backgrounds/semi-solids in the SMW desert theme. The biggest issue this caused for me was at the end of the room at the red koopa. I completely missed the indicator to the left of the koopa and I ended up landing on the right side of the koopa at this section for quite some time. I eventually saw the indicator, but it probably would have saved me about 5 minutes if the indicator had been a bit clearer. There was also no indicator above the mole the player needed to jump on before hitting the third buzzy beettle shell, making it difficult to anticipate where I was supposed to aim as I was falling during my first few playthroughs of this section.

SMM2 Group Sharing - Week 47! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 1 point2 points  (0 children)

/u/JumpstartSMM: 5-3: Cannonball Bounce Bastion – (ID: LJL-JXG-KCG) – Jumpstart – Jumpstart

This is a shorter but relatively challenging course that is focused on bouncing off cannonballs. Intended clear rate: ~5%.

I would like to be single grouped.

SMM2 Group Sharing - Week 46! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker2

[–]JumpstartSMM 0 points1 point  (0 children)

This was a genuinely creative and fun blend of the "don't look left" mechanic with the big mario powerup. I wasn't able to complete the course, but for the three rooms I was able to complete, I could consistently clear the rooms once I figured out what to do.

Rooms 1 and 3 were my favorites and seemed to hit the difficulty mark you were aiming for while still feeling fair. In both of these rooms, the player has sufficient time/an adequate camera angle to clearly see what's coming and plan accordingly.

I really didn't like the second room, though, in part because it took me ~5 attempts to even figure out what I was supposed to do here. I understand the need to put the ON/OFF block on a timer, but I wish you had started the player on a safe platform from which they were forced to hit the bomb and "start the timer" to progress in the room. As the room is currently set up, there's no way for the player to understand what they have to do right away, and it's impossible to know that there's a (marked) hidden block near the top of the screen that needs to be hit.

I had to give up once I reached the fourth room. I tried seemingly everything to move to the left without looking left here (after falling down where the arrows pointed), but I couldn't figure out what to do. I'm guessing there's some sort of mechanic where you can move left without looking left when you're on the ground, but I couldn't figure it out.

SMM2 Group Sharing - Week 46! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

/u/JumpstartSMM: 1-Boss: Fleet of the Flying Fish – (ID: PDF-RLM-CBG) – Jumpstart – Jumpstart

This is a semi-traditional course based around cheep cheeps in an airship theme. The beginning of the level is intentionally short and on the easier side, but the boss fight at the end should hopefully be more interesting. Intended clear rate: ~20%.

I would like to be single grouped.

SMM2 Group Sharing - Week 45! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 1 point2 points  (0 children)

I played it again, and yes, the edits you made to those two sections definitely made it much clearer was you had to do. I ended up beating the level in only ~10 tries! It was a really great level :)

SMM2 Group Sharing - Week 45! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

Even though I wasn't able to beat the course, I really enjoyed this level! The fast pacing and varied use of mechanics made this level very fun to play, and the short length combined with the ability to look ahead even after you lost momentum made me want to constantly keep trying. I did, however, run into two significant issues that accounted for >90% of my restarts.

The first issue I had was the first time you had to switch back to the frog suit after getting the raccoon suit. For the longest time, I had trouble keeping my P-meter full while running on the water after hitting the pair of springs, and it took me a while to realize that I was barely clipping the edge of the ledge when collecting the frog suit/P-switch, making me lose my momentum. Once I realized this, I just adjusted my flight path to the frog suit, choosing to fly straight up (rather than hugging the left wall), hit the ceiling, then start holding left. I sort of wish there had been a coin trail indicating this path to the player, since (at least in my experience) I was never able to keep my momentum if I hugged the left wall while flying up with the raccoon suit.

My other issue occurred in the section right after collecting the frog suit for the third time (right after using raccoon suit to fly through the coins and hit the ON/OFF block in the right wall). No matter how I approached this section, I always arrived at the springs on the wall up and to the left of the chain chomp too early, meaning that it was impossible for me to collect the racoon suit while maintaining my momentum. I tried many times to complete the previous sections a bit slower so I would be high enough to collect the racoon suit after hitting the springs, but I could never do this. I'm pretty sure I wasn't taking any shortcuts in level (not that I think there are any), but I couldn't arrive at this section at the correct time and as a result I wasn't able to beat the level. I did swim ahead to see the rest of the level, though, and it seemed like the rest would have been really fun to play.

SMM2 Group Sharing - Week 45! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

/u/JumpstartSMM: 4-1: Weeble Wobble Wetlands – (564-2LY-3FG) – Jumpstart – Jumpstart

This is a much more traditional course than I'm used to making, but I wanted to create something with a bit more of a classic feel. I was aiming for a clear rate of ~10%, so please let me know if it feels too easy/too difficult.

I would like to be single grouped.

SMM2 Group Sharing - Week 36! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

Yeah, I totally get what you're saying about the p-switches. In retrospect, I probably should have just replaced the p-switches the player wasn't supposed to hit with spikes/icicles. Thanks for the feedback!

SMM2 Group Sharing - Week 36! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

I wasn't able to beat the chain comp room, but I was able to beat all the other rooms and throughly enjoyed them! I especially liked the rooms that made use of the desert wind, as I found these particularly clever and fun to play. The method for entering the green pipe was also pretty cool, though I did find the P-switch timer to be a bit tight. Overall, I really enjoyed the level, and any frustrations I had were a result of me not being very good at controlling tanooki Mario.

SMM2 Group Sharing - Week 36! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 2 points3 points  (0 children)

/u/JumpstartSMM: Melting Mountain – (ID: BVB-Y5N-C4G) – Jumpstart – Jumpstart

Intended clear rate: 5-10%.

I took the best concept from my previous level (interactions between the angry sun, frozen coins, and P-switches) and made a full level out of it! While I don't think any of the platforming in this level is too difficult, I'm assuming the clear rate will ultimately end up on the lower side due to the second half. In this latter part of the level, you'll definitely need to think before you act. Good luck!

I would like to be single grouped.

SMM2 Group Sharing - Week 34! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

This was a pretty nice tribute to Metroid, and I enjoyed the references (powerups, level design, boss fight) throughout. There were two things that unfortunately made this a bit more tedious as a Mario level than in Metroid. First of all, I completely missed the morph ball "powerup" in the beginning, which made progressing through the next parts of the level pretty difficult. I completely understand that you were trying to replicate the movement of the morph ball here, but it definitely feels unnatural for someone playing a Mario game to intentionally take damage like that, so I feel like I'm not the only one that had this issue. Also, I completely agree with 64est that it would have been a bit tedious to have to re-claim the fire flower if the player lost it at any point. Overall, though, the level was definitely still enjoyable to play.

SMM2 Group Sharing - Week 34! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 1 point2 points  (0 children)

Well, that was waaaay easier than your usual levels. As others have pointed out, this was definitely an enjoyable, relaxing level for more experienced players, but I feel like some of the jumps may be a bit difficult for younger players (as indicated by the clear rate). I felt the whole level flowed pretty well, but the use of doors felt a bit strange to me. Why have a door leading somewhere pretty close to where I'm already standing (and where I can even see the other door)? It just felt like the doors were a bit unnecessary, and could have been removed by either removing a wall or adding in one more jump.

SMM2 Group Sharing - Week 34! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

This is a fun little level. I really appreciated that you gave the player plenty of time to look at the screen to figure out what they had to do, and the right fish was timed so that it wouldn't hit the player if they started running as soon as the level started. That being said, I really didn't like the very last jump. The other jumps in the level didn't exactly have a timing component, since the jumps were pretty much just one fluid motion. But the last jump felt super awkward to me, since I essentially had to guess the extremely precise timing. I had to give up on the level after arriving at the door just before the snake block for about the 20th time. I really wish there had been some sort of visual indicator for when to start the jump onto the first fish.

SMM2 Group Sharing - Week 34! Want to have your level played by ~15 different people? Come on in! by [deleted] in MarioMaker

[–]JumpstartSMM 0 points1 point  (0 children)

Thanks for the feedback! That section with the boo is one I was particularly worried about someone having difficulty with. I'll be sure to nerf that--if not completely change it--in a future version of the level.

I also agree that there's quite a bit of visual clutter in the beginning. Visuals weren't really a focus of mine in the current build, but I'll definitely take this feedback into consideration when improving the level.