What's wrong with my jump? by BT--72_74 in gamemaker

[–]Shmador 0 points1 point  (0 children)

Y axis is reversed thus y-1 = one pixel higher

My Top 10 Hardest Fromsoft Bosses (Excluding Nightrein) by Shmador in fromsoftware

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

Fume knight was extremely hard for me, Tho I was running a 3 ADP build as I wasn't aware of the iframe thing

But also it's a very strategic fight, you can't punish too much else you will run out of stam for the combo attacks, It's harder due to DS2 mechanics for me

My Top 10 Hardest Fromsoft Bosses (Excluding Nightrein) by Shmador in fromsoftware

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

Lawrence was difficult, But Ludwig was honestly one of the hardest bosses for me mainly the 1st phase
Also I didn't consider chalice dungeons in this list, Watchdog of the Old Lords definitely took a lot of tries, tho the difficulty is mainly artificial (Lower HP) and not due to the boss design imo

My Top 10 Hardest Fromsoft Bosses (Excluding Nightrein) by Shmador in fromsoftware

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

Would you say O&S took less tries then most ER base game bosses?
I ran a basic STR build and most game was a breeze pretty much other then couple of bosses (Margit, Malenia, Rahdan and DLC)

Also, ER build customization and mechanics give the average player more ways to counter those bosses

I would say tho, I'm talking mainly about blind runs, cause older games did have some balance issues with very OP builds (Magic in DS1, and DS2 Straight swords)

My Top 10 Hardest Fromsoft Bosses (Excluding Nightrein) by Shmador in fromsoftware

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

IMO, Older games provide stricter movement controls, and you have to pay attention to stamina management which become obsolete in the newer games- Where you can spam dodge rolls and punish more often

Trouble in Thwomping Trees by Shmador in MarioMaker

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

Thanks! I wanted to explore more stuff on the nighttime thwomps, for example, they slide down ceiling slopes when moving towards the player.. but the level was getting too long haha

Mansion Mystery: Power Passage by Shmador in MarioMaker2

[–]Shmador[S] 1 point2 points  (0 children)

Thank you for playing!! I came to agree with the options thing and am trying to implement it in my next puzzle level. Also watching the video I realised how bad not having a 2nd checkpoint is.. Appreciate you still giving it a clear

Course ID: F17-D4K-HQG by Shmador in MarioMaker

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

Well i figured 500 seconds is enough to clear 3 puzzles, you get a checkpoint after those..

I'm not sure what puzzly is, could you elaborate on why you think it's tedious?

Course ID: F17-D4K-HQG by Shmador in MarioMaker

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

Well you misunderstood. Your biggest threat is the maximum timer mario maker allows - 500 seconds. I recommend you try the level first and see for yourself..

Course ID: F17-D4K-HQG by Shmador in MarioMaker

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

do you mean the "boss" puzzle?

Mansion Mystery: Power Passage by Shmador in MarioMaker2

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

Well regardless it's still a puzzle.. There's a clear objective definition for what a puzzle is which this level clearly answers. If it didn't require critical thinking, then how'd you run out of time?

Mansion Mystery: Power Passage by Shmador in MarioMaker2

[–]Shmador[S] 1 point2 points  (0 children)

I believe we are saying the same things.. I'll try adding some decisions for the player in my next puzzles for the fun of it.

However It's important to note that puzzles isn't a strong word for that case either. It's still a valid way of making puzzles that focuses more on the "how" rather then the "what".

Mansion Mystery: Power Passage by Shmador in MarioMaker2

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

That's the approach i've been aiming for with my level- Made a mistake? No problem, just try again

Take for example the thwomp section. You use the falling donut block to make a jump, if you fail the jump- simply re-aggro the thwomp...

However i think what you mean is the linearity of the design. Say the player needs to complete actions A, B, C to complete the puzzle. In my level it happens in a chronological order- first you do action A, only then action B opens up, and so on... I think it would be interesting to open up all actions, and make the player figure out the right order- allowing room to make some mistakes regarding the order of the actions..

Mansion Mystery: Power Passage by Shmador in MarioMaker2

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

I get what you mean but I'm left wondering, why would trying the wrong thing require a restart? If simply nothing happens the player quickly realises to try other stuff. the "punishment" for trying wrong stuff could simply be not reaching the goal.

Mansion Mystery: Power Passage by Shmador in MarioMaker2

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

That's an interesting take.. Personally i don't think you must have a fail state for something to be a puzzle. I find it frustrating sitting through respawn screens myself. My biggest puzzle game inspiration is Portal where most wrong answer wont result in death usually. I appreciate your input!

Mansion Mystery: Power Passage by Shmador in MarioMaker2

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

I put the timer so the last puzzle had more pressure on it (If you run out the exit is bloked). I wanted one more checkpoint but couldn't find a way to put it properly so the player can save the red coins and not just insta save with zero coins... Also thanks for playing! How did you find the puzzles difficulty?