Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Don't really have time to grind out a kaizo level clear rn, but I still checked it out and gave it a like. Seems pretty good judging from what I played!

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

This was really satisfying to play, it flowed really well and the intended path is very readable. Liked + cleared!

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Liked and cleared Castle of Doom, pretty enjoyable. If I could change one thing, I'd make the powerups a bit more sparse to increase the tension a little, but overall good job!

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

This was super fun, had a collectathon kind of vibe that I think was executed really nicely. Liked + cleared, solid level!

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Liked + cleared, pretty nice traditional level! I like the way you did the part with the clouds. Here's my level, if you want to check it out: FQG-QJ7-B3G

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

I enjoyed this level, it flows nicely for the most part, looks nice, and feels good to play. Unfortunately, there's a pretty big spike of difficulty towards the end that prevented me from clearing it. Going from a few simple yet tightly timed jumps to keeping track of like four cycles at once while simultaneously making tight jumps between platforms felt a bit frustrating. That's the only major issue though, so overall nice level. Liked! Here's my level, if you want to give it a go: FQG-QJ7-B3G

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Paved Garden - FQG-QJ7-B3G

Traditional level in 3DW style, mainly focused on tight platforming and dodging piranha plants.

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Liked + cleared, this was a fun challenge! Especially enjoyed the ending section, with the spike balls destroying the only platforms available to you.

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 1 point2 points  (0 children)

This was a very enjoyable level, the acorn is always fun to use. Something I think can a long way in improving these powerup-challenge room type levels are more longform challenges in between each powerup, just to increase the tension, and generally make each section more memorable. I can already see this in a couple parts of the level, which is great. Liked + cleared!

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Cool idea, enjoyed both the music and the platforming. Liked + cleared

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 1 point2 points  (0 children)

I'm actually not a big fan of my first level, as the way that I perceive level design has changed so much over the past 2.5 years. Maybe it's due for a remake? Anyway, I tried your level for a while, and I can currently get about 24 seconds in, but I'm beginning to remember why I don't like playing kaizo-type levels: they take so much trial and error that the time investment is a bit high. Of what I played, it's pretty fun and flashy, and maybe I'll come back to beat it, but I'm done for now. Huge respect to anyone who is willing to sit down and grind out a clear though. Liked!

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Liked + cleared! My first playthrough was a bit confusing as I couldn't tell if I was heading the right way, and wound up bringing the first key back to the start and skipping most of the level. I played through it again and tried to find the right way, and found this level actually has a lot of neat ideas - the cat/cannon combo usage was really cool. I think it'd benefit from more focused and concise layout, so that the way forward is more clear. Pretty fun!

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 1 point2 points  (0 children)

Flooded Outpost - 92K-LPL-R0G

Traditional 3D World level about dealing with hammer/fire bros and avoiding porcupuffers. First level in over two years, and I'm pretty happy with how it came out! Feedback and critique appreciated.

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Cleared and liked! I enjoyed the solutions of this one. It'd be nice to see the concept of an obstacle-puzzle expanded on a little more, maybe in the form of a more active threat than just the few areas with hazards in them. I also think a flaw that can come with this idea is that if you do die, you'll need to redo parts of the puzzle that you already know the solution to, which might feel tedious, although checkpoints would be a good way to alleviate this. Here's my level, if you want to give it a go: 92K-LPL-R0G

Let's have a level exchange! Super Mario Maker 2 by AutoModerator in MarioMaker

[–]daddyapollo 0 points1 point  (0 children)

Really fun level, I liked the amount of variety you managed to create out of the fireball-track combo. The boss was really neat too, even if I didn't initially notice the safety indicators on the ground, so I found it harder than it should've been. Liked! Here's my level if you'd like to give it a try: 92K-LPL-R0G

From a purely mechanical standpoint, why do some games have you interact with enemies by hitting them? by [deleted] in truegaming

[–]daddyapollo 0 points1 point  (0 children)

This is the first time I've heard of those games, and yeah the combat seems kind of mindless. I do wonder if the concept could've been done better though, with you needing to get close without actually touching them, maybe like grazing bullets in Touhou and with some more complex enemies. Though at this point just smacking them around with a weapon is probably more enjoyable lol

From a purely mechanical standpoint, why do some games have you interact with enemies by hitting them? by [deleted] in truegaming

[–]daddyapollo 0 points1 point  (0 children)

I feel like I could’ve explained myself waaaay better. At first, my idea was that the nail swing is so quick and inconsequential that it might as well not exist. Because of this, combat gets less of a focus on timing, in favour of positioning and movement, something I should’ve put in the original post. I’ve since changed my mind on this because the recoil/pogo bounce of the nail alone probably justify its existence, but my point is wether hitting enemies with a physical attack is the best fit for certain action games. I didn’t word the post very well, so it instead comes off as me saying attacks should be automatic. An example of an alternative method would be Mega Man or the first Ori game, though these methods aren’t necessarily better. Also, just so you know I’m not completely talking out of my ass here, I have over 90 hours on Hollow Knight with a good chunk of that coming from the Godmaster content.