Here's mine thus far, feedback much appreciated: Breakdown: NCR-D9N-S1G "I knew I should have cleaned the cartridge first..." Themed after the game glitching out. Hidden Panic: HL8-R87-CXG "Quick, find the Super Mushroom!" A puzzle-lite mini-stage.
Below are remakes of half the courses based drawings I made in my 1993 childhood notebook:
Higher Hill Road: 4D8-G50-JXF "From my childhood notebook. Course 1 of 12." My child self's imagined Super Mario Bros 5. first stage, all about those nifty slopes from SMB3. The early half is as perfect a match for my 1993 drawing as I can imagine, and the latter half is influenced by the Maker 1 version.
The Factory Mk. III: MQ1-6HD-SVG "From my childhood notebook. Course 2 of 12." Themed after an enemy factory. Close to its Maker 1 version, but refined using new features, and easier. Now with genuine Boom Boom!
Kersplash 2nd Wave: H0P-5YY-04G "From my childhood notebook. Course 3 of 12." An underwater level featuring a giant piranha plant and whirlpools. Much closer to its original concept, very little of the Maker 1 version in it.
Antigravity 3G's: PR5-B6D-Q8G "From my childhood notebook. Course 4 of 12." I am so excited that MM2 added vertical courses and reverse gravity, the very things I drew for this course!
Wetter Works: PFL-7B1-3QG "From my childhood notebook. Course 5 of 12." While still no submarine to pilot, much closer to its original form than in Maker 1, a vertical autoscroller.
Weirder: 5PJ-DPS-FFG "From my childhood notebook. Course 6 of 12." Another vertical stage I drew. Kept much of the layout and theming from Maker 1, just no longer had to fudge the vertical element.
Okay, I went through these. It's a lot easier for me to go through by maker rather than entering in every single code so i will probably go that route.
These were all pretty good, I really enjoyed Wetter Works. I didn't know vertical autoscroll downwards was a thing. I like water levels more than most and this one was a blast to play. Antigrav 3g was a really cool idea, im glad the upside down part was enemy-light though. Breakdown was both hilarious and a really fun level in its own right. Awesome job on these.
I am impressed you were able to hold on to your childhood notebook for you to reference.
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Found a French level in Endless mode that points out a really neat interaction between two parts, and is a fun level on its own. I might try to put together some sort of iteration on the concept.
@skeldare I played through the rest of the new levels you made. I liked the Mario World one the best. Felt like a level you might have actually played through in the original game.
Some things:
1. Fighting Bowser in the "Meowser's" level is kinda boring because he keeps going into the background.
2. There are some jumps that turn into leaps of faith because of scrolling issues or you are out of sight range.
3. Cloud blocks do not block pipes. You can still go through them on the sides.
4. In the Mario World level, if you have the cape, you don't need to bother killing Bowser Jr. to get the clown car. Simply fly up, get the last red coin, hit the switches, exit.
5. Lakitu levels means if they are killable, the player can take the cloud anywhere they please. It doesnt seem like the level was really designed to take that into account (other than preventing you from skipping in certain parts). I would've liked more payoff by using the cloud.
I like P-switch based challenges, but there's a problem here in the beginning. It's been designed for you to immediately jump on that P-switch and go. Normally this isn't an issue, but if you wait (which I did the first few times), the fireball bars move out of position and they are impossible to avoid. Where you lost me though was the kaizo block at the end.
I made my first level. There's no crazy mechanic going on. It just has some slightly tricky platforming.
YC5-DR1-DPF
My issue with this level is it has been designed to follow 1 specific, rigid path, but it's fairly easy to deviate from. The coins try to show you the "correct" path, but I find it didn't do a great job.
1. It seems you designed it to have to abandon Yoshi (assuming due to the "awwww" sound effect), but you can actually make the jump to go on-top of the spikes right before the first checkpoint and preserve Yoshi.
2. 2nd checkpoint, what's the point of the boss or even taking the snake block? After the first try, I just jumped across and propped myself off one of the paratroopas and skipped that entire part to get to the goal. Also, you could easily skip all that stuff if you managed to keep Yoshi the whole way through.
This is the wrong code. The "V" should be a "G". Anyway, I have no clue what you're supposed to do here...I found the secret exit fairly early on, but after that I'm stumped. You get to a part after the first door that made no sense to me.
1. First, you have to be small to make the run to get to the lower cloud block platform. If you can get there as big mario, it must be super strict since I wasn't able to do it.
2. The scrolling makes this part really annoying since the moving platform goes off-screen
3. You have to wait a while for the platform to show up
4. When I finally took the moving platform it just brought me back to where I was???
I eventually gave up trying to beat it the "normal" way.
Made another level: Shortcut Stronghold: 9FF-R2L-XYG
And just now I thought of a spot where I could fit a third shortcut, alas.
I think there was room to hide a vine in the rising lava bi, I dunno.
This was cool. I like multiple paths. I played it a couple times to see where I could go. There seems to be a bit more than that. Couple things:
1. Getting the 50 coin in the rising lava part is absolutely not worth it
2. Going to the left of the part from #1, where clouds come out of the pipe, they become active before you get to them. If you immediately jump into the first cloud that's there, it may have been on-screen for a while and it'll fade away before you can fly to the correct area. Thus, you have to wait for it to fade to maximize the benefit.
Here's mine thus far, feedback much appreciated: Breakdown: NCR-D9N-S1G "I knew I should have cleaned the cartridge first..." Themed after the game glitching out. Hidden Panic: HL8-R87-CXG "Quick, find the Super Mushroom!" A puzzle-lite mini-stage.
Below are remakes of half the courses based drawings I made in my 1993 childhood notebook:
Higher Hill Road: 4D8-G50-JXF "From my childhood notebook. Course 1 of 12." My child self's imagined Super Mario Bros 5. first stage, all about those nifty slopes from SMB3. The early half is as perfect a match for my 1993 drawing as I can imagine, and the latter half is influenced by the Maker 1 version.
The Factory Mk. III: MQ1-6HD-SVG "From my childhood notebook. Course 2 of 12." Themed after an enemy factory. Close to its Maker 1 version, but refined using new features, and easier. Now with genuine Boom Boom!
Kersplash 2nd Wave: H0P-5YY-04G "From my childhood notebook. Course 3 of 12." An underwater level featuring a giant piranha plant and whirlpools. Much closer to its original concept, very little of the Maker 1 version in it.
Antigravity 3G's: PR5-B6D-Q8G "From my childhood notebook. Course 4 of 12." I am so excited that MM2 added vertical courses and reverse gravity, the very things I drew for this course!
Wetter Works: PFL-7B1-3QG "From my childhood notebook. Course 5 of 12." While still no submarine to pilot, much closer to its original form than in Maker 1, a vertical autoscroller.
Weirder: 5PJ-DPS-FFG "From my childhood notebook. Course 6 of 12." Another vertical stage I drew. Kept much of the layout and theming from Maker 1, just no longer had to fudge the vertical element.
Hidden Panic is too gimmicky, in my opinion. There's no skill or challenge at all. Also, you can accidentally have the mushroom get squished by the other hidden blocks as it spawns, making the level unbeatable.
Made another level: Shortcut Stronghold: 9FF-R2L-XYG
And just now I thought of a spot where I could fit a third shortcut, alas.
I think there was room to hide a vine in the rising lava bi, I dunno.
This was cool. I like multiple paths. I played it a couple times to see where I could go. There seems to be a bit more than that. Couple things:
1. Getting the 50 coin in the rising lava part is absolutely not worth it
2. Going to the left of the part from #1, where clouds come out of the pipe, they become active before you get to them. If you immediately jump into the first cloud that's there, it may have been on-screen for a while and it'll fade away before you can fly to the correct area. Thus, you have to wait for it to fade to maximize the benefit.
Awesome, thank you for the feedback. The coin is possible to get, but it's pretty tough. I'm thinking about revising this level a bit and i may make the coin one or two units easier to grab. The coin itself is a relic of what the level was starting out as, and the rest of it changed direction around it as I put stuff together.
Not sure how to resolve the cloud issue. Putting it in a pipe was my way of not running out of clouds. Potentially put in blocks? Two clouds should be enough.
I made my first level. There's no crazy mechanic going on. It just has some slightly tricky platforming.
YC5-DR1-DPF
My issue with this level is it has been designed to follow 1 specific, rigid path, but it's fairly easy to deviate from. The coins try to show you the "correct" path, but I find it didn't do a great job.
1. It seems you designed it to have to abandon Yoshi (assuming due to the "awwww" sound effect), but you can actually make the jump to go on-top of the spikes right before the first checkpoint and preserve Yoshi.
2. 2nd checkpoint, what's the point of the boss or even taking the snake block? After the first try, I just jumped across and propped myself off one of the paratroopas and skipped that entire part to get to the goal. Also, you could easily skip all that stuff if you managed to keep Yoshi the whole way through.
My signposting was the thing I was most worried about. It’s so hard to know if it’s any good when you already know the intended path.
1. Yeah. I didn’t realize you could go on top. I didn’t even know Yoshi could walk on those.
2. Honestly, I was getting a little bored and just threw a bunch of stuff together for the last bit. The koopa troopa skip was intended, but the idea was that someone who made it to the end but somehow messed up the jump would see the 2nd koopa. However, it’s a little too close and I realized after I uploaded that you could juuuust see it on the edge of the screen. Oh well.
skeldare I played through the rest of the new levels you made. I liked the Mario World one the best. Felt like a level you might have actually played through in the original game.
Some things:
1. Fighting Bowser in the "Meowser's" level is kinda boring because he keeps going into the background.
2. There are some jumps that turn into leaps of faith because of scrolling issues or you are out of sight range.
3. Cloud blocks do not block pipes. You can still go through them on the sides.
4. In the Mario World level, if you have the cape, you don't need to bother killing Bowser Jr. to get the clown car. Simply fly up, get the last red coin, hit the switches, exit.
5. Lakitu levels means if they are killable, the player can take the cloud anywhere they please. It doesnt seem like the level was really designed to take that into account (other than preventing you from skipping in certain parts). I would've liked more payoff by using the cloud.
Appreciate the feedback! I tend to forget some of these things when I'm making levels, since I generally try to make them for me first. I also like to think of these as levels that kids could play too.
Nintendo Console Codes
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
HAIL HYDRA
0
WACriminalDying Is Easy, Young ManLiving Is HarderRegistered Userregular
Is there a way to control the exact number of coins in a question block?
This is intended as the start of a potential series. The basic idea is that as you move through the level, you'll be learning a symbolic grammar that helps you find the items you need for the situation at hand, if you can correctly decipher it. If I make more, they'll be built with the assumption that the player has already learned the lessons from this one, so that I can gradually make the grammar more and more complex.
The problem with that is due to the random nature of the 100 Mario mode, many people who end up playing your later levels won't have the luxury of playing your earlier tutorials.
This is intended as the start of a potential series. The basic idea is that as you move through the level, you'll be learning a symbolic grammar that helps you find the items you need for the situation at hand, if you can correctly decipher it. If I make more, they'll be built with the assumption that the player has already learned the lessons from this one, so that I can gradually make the grammar more and more complex.
The problem with that is due to the random nature of the 100 Mario mode, many people who end up playing your later levels won't have the luxury of playing your earlier tutorials.
It’d be nice if you could flag it so it wouldn’t get used for Endless Mode.
I went into the community sharing area of the game last night.
They made me pick a Mii, which I did. Then they made me pick a username. Which I tried to do.
But apparently "LucasCraft" is already in use. How. The. Fuck.
Anyway, guess I won't be playing online since I can't be me. I am LucasCraft in literally everything. Steam, XBox Live, PS Online, Switch Online, Epic Games Store, Blizzard, EA Origin, Ubisoft's thingie, Apple GameCenter, and a bunch of other ones I'm not thinking of. I use that name literally everywhere. How the hell is it already taken after like 3 days of this game being out, when I have that name on lockdown on pretty much every other gaming platform ever?
Also, bonus question, why the hell doesn't Mario Maker just let you use your Switch Online ID?
This is totally not a big deal, and yet at the same time it makes me never want to play ever again. If I can't be me, there's no point in playing.
I feel your pain there - Zombie and Penguin were both taken (Big surprise), and The Zombie Penguin is too long. At least Zomguin is a decent compromise - perhaps you could do [email protected] or similar?
I had to become DjiemU on the WiiU. 6 chars or more only.
0
Kai_SanCommonly known as Klineshrike!Registered Userregular
edited July 2019
I mean sometimes you just gotta deal with name issues. This is the ONLY place I am not klineshrike. But it’s where I branch off to almost anything so most the time no one will know it’s me. But I haven’t used this screenname since basically signing up here in like 2003 or even earlier I think.
Funny thing is though the only time klineshrike has ever been taken was when I forgot I already had an account somewhere
I went into the community sharing area of the game last night.
They made me pick a Mii, which I did. Then they made me pick a username. Which I tried to do.
But apparently "LucasCraft" is already in use. How. The. Fuck.
Anyway, guess I won't be playing online since I can't be me. I am LucasCraft in literally everything. Steam, XBox Live, PS Online, Switch Online, Epic Games Store, Blizzard, EA Origin, Ubisoft's thingie, Apple GameCenter, and a bunch of other ones I'm not thinking of. I use that name literally everywhere. How the hell is it already taken after like 3 days of this game being out, when I have that name on lockdown on pretty much every other gaming platform ever?
Also, bonus question, why the hell doesn't Mario Maker just let you use your Switch Online ID?
This is totally not a big deal, and yet at the same time it makes me never want to play ever again. If I can't be me, there's no point in playing.
Spoken with the privilege of someone who has never had to add random words or numbers to their name just to get by like the rest of us plebes.
+3
Brainiac 8Don't call me Shirley...Registered Userregular
I can’t relate because my username is wildly different in every location and I never use my real name because deep down inside I wish I was a 90’s Hollywood hacker wearing shades indoors.
Thanks telmarine there were little issues I definitely missed during playtesting. Notably clown cars dont hover in place over pits anymore and finding out I should test sections as big Mario.
I have a podcast now. It's about video games and anime!Find it here.
A large gap with something floating in the lava to be able to bridge that gap? Is there a platform or boxes that float?
You can ride a shell over lava. The kind that mario gets into. Ive seen these shells used to bridge gaps using fire balls from piranha plants. You can jump off the little fireballs when in the shell but the balls disappear.
Back in Mario Maker 1 I was impressed at the suite of levels they packed into the game from the get-go. Perhaps they didn't justify the purchase price on their own, but it was a good chunk of levels with a lot of variety, and I really enjoyed them. Story Mode in 2 feels like it's going above and beyond- I'm not done with it yet so maybe its ultimately the same number of levels, but the presentation and dialog included makes it feel like a really robust portion of the game.
Back in Mario Maker 1 I was impressed at the suite of levels they packed into the game from the get-go. Perhaps they didn't justify the purchase price on their own, but it was a good chunk of levels with a lot of variety, and I really enjoyed them. Story Mode in 2 feels like it's going above and beyond- I'm not done with it yet so maybe its ultimately the same number of levels, but the presentation and dialog included makes it feel like a really robust portion of the game.
It's funny too because I've spent hours and hours on this game already and I haven't even touched story mode past the first level, and realistically could never (the only thing really calling me to it are the unlockables).
Spookshow Sawhouse is complete! YRP-FR2-SRG (Edit: This is the updated version, fixing some feedback given later in the thread)
Feedback very much appreciated on this - it's about three times the length of Airship Adventure, and probably more of an Intermediate stage. Rushing is guaranteed to kill you in this stage, so be careful!
Thinking i'll do something desert based next, or perhaps jungle based. Combined with some other gimmick... Seesaws or Conveyor belts i'm thinking
I went into the community sharing area of the game last night.
They made me pick a Mii, which I did. Then they made me pick a username. Which I tried to do.
But apparently "LucasCraft" is already in use. How. The. Fuck.
Anyway, guess I won't be playing online since I can't be me. I am LucasCraft in literally everything. Steam, XBox Live, PS Online, Switch Online, Epic Games Store, Blizzard, EA Origin, Ubisoft's thingie, Apple GameCenter, and a bunch of other ones I'm not thinking of. I use that name literally everywhere. How the hell is it already taken after like 3 days of this game being out, when I have that name on lockdown on pretty much every other gaming platform ever?
Also, bonus question, why the hell doesn't Mario Maker just let you use your Switch Online ID?
This is totally not a big deal, and yet at the same time it makes me never want to play ever again. If I can't be me, there's no point in playing.
Back in Mario Maker 1 I was impressed at the suite of levels they packed into the game from the get-go. Perhaps they didn't justify the purchase price on their own, but it was a good chunk of levels with a lot of variety, and I really enjoyed them. Story Mode in 2 feels like it's going above and beyond- I'm not done with it yet so maybe its ultimately the same number of levels, but the presentation and dialog included makes it feel like a really robust portion of the game.
It's funny too because I've spent hours and hours on this game already and I haven't even touched story mode past the first level, and realistically could never (the only thing really calling me to it are the unlockables).
Story mode on the whole is very good. There's nearly 100 levels.
Feedback very much appreciated on this - it's about three times the length of Airship Adventure, and probably more of an Intermediate stage. Rushing is guaranteed to kill you in this stage, so be careful!
Thinking i'll do something desert based next, or perhaps jungle based. Combined with some other gimmick... Seesaws or Conveyor belts i'm thinking
This was great! Quite tense!
In the dark bonus room, I thought I was supposed to go down after collecting the coin (instead of returning through the pipe). Oops.
I liked the variant on a couple themes approach. Felt internally consistent. And it was pretty!
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Feedback very much appreciated on this - it's about three times the length of Airship Adventure, and probably more of an Intermediate stage. Rushing is guaranteed to kill you in this stage, so be careful!
Thinking i'll do something desert based next, or perhaps jungle based. Combined with some other gimmick... Seesaws or Conveyor belts i'm thinking
This was great! Quite tense!
In the dark bonus room, I thought I was supposed to go down after collecting the coin (instead of returning through the pipe). Oops.
I liked the variant on a couple themes approach. Felt internally consistent. And it was pretty!
There's two dark bonus rooms! One with with a hidden coin, and one with more obvious coins but also Lava bubbles to dodge - which one tricked you into going down?
Back in Mario Maker 1 I was impressed at the suite of levels they packed into the game from the get-go. Perhaps they didn't justify the purchase price on their own, but it was a good chunk of levels with a lot of variety, and I really enjoyed them. Story Mode in 2 feels like it's going above and beyond- I'm not done with it yet so maybe its ultimately the same number of levels, but the presentation and dialog included makes it feel like a really robust portion of the game.
It's funny too because I've spent hours and hours on this game already and I haven't even touched story mode past the first level, and realistically could never (the only thing really calling me to it are the unlockables).
Story mode on the whole is very good. There's nearly 100 levels.
Back in Mario Maker 1 I was impressed at the suite of levels they packed into the game from the get-go. Perhaps they didn't justify the purchase price on their own, but it was a good chunk of levels with a lot of variety, and I really enjoyed them. Story Mode in 2 feels like it's going above and beyond- I'm not done with it yet so maybe its ultimately the same number of levels, but the presentation and dialog included makes it feel like a really robust portion of the game.
It's funny too because I've spent hours and hours on this game already and I haven't even touched story mode past the first level, and realistically could never (the only thing really calling me to it are the unlockables).
Story mode on the whole is very good. There's nearly 100 levels.
Back in Mario Maker 1 I was impressed at the suite of levels they packed into the game from the get-go. Perhaps they didn't justify the purchase price on their own, but it was a good chunk of levels with a lot of variety, and I really enjoyed them. Story Mode in 2 feels like it's going above and beyond- I'm not done with it yet so maybe its ultimately the same number of levels, but the presentation and dialog included makes it feel like a really robust portion of the game.
It's funny too because I've spent hours and hours on this game already and I haven't even touched story mode past the first level, and realistically could never (the only thing really calling me to it are the unlockables).
Story mode on the whole is very good. There's nearly 100 levels.
Feedback very much appreciated on this - it's about three times the length of Airship Adventure, and probably more of an Intermediate stage. Rushing is guaranteed to kill you in this stage, so be careful!
Thinking i'll do something desert based next, or perhaps jungle based. Combined with some other gimmick... Seesaws or Conveyor belts i'm thinking
This was great! Quite tense!
In the dark bonus room, I thought I was supposed to go down after collecting the coin (instead of returning through the pipe). Oops.
I liked the variant on a couple themes approach. Felt internally consistent. And it was pretty!
There's two dark bonus rooms! One with with a hidden coin, and one with more obvious coins but also Lava bubbles to dodge - which one tricked you into going down?
(also, THANK YOU! I love feedback so much)
The hidden coin!
I thought the platform before the pipe was a trap and that the dark room was the primary route. Well, the first time at least!
Triptycho: A card-and-dice tabletop indie RPG currently in development and playtesting
Feedback very much appreciated on this - it's about three times the length of Airship Adventure, and probably more of an Intermediate stage. Rushing is guaranteed to kill you in this stage, so be careful!
Thinking i'll do something desert based next, or perhaps jungle based. Combined with some other gimmick... Seesaws or Conveyor belts i'm thinking
This was great! Quite tense!
In the dark bonus room, I thought I was supposed to go down after collecting the coin (instead of returning through the pipe). Oops.
I liked the variant on a couple themes approach. Felt internally consistent. And it was pretty!
There's two dark bonus rooms! One with with a hidden coin, and one with more obvious coins but also Lava bubbles to dodge - which one tricked you into going down?
(also, THANK YOU! I love feedback so much)
The hidden coin!
I thought the platform before the pipe was a trap and that the dark room was the primary route. Well, the first time at least!
I thought the exact same thing. The way the coins make you want to jump over the pipe made me think it was the wrong way to go.
Posts
Okay, I went through these. It's a lot easier for me to go through by maker rather than entering in every single code so i will probably go that route.
These were all pretty good, I really enjoyed Wetter Works. I didn't know vertical autoscroll downwards was a thing. I like water levels more than most and this one was a blast to play. Antigrav 3g was a really cool idea, im glad the upside down part was enemy-light though. Breakdown was both hilarious and a really fun level in its own right. Awesome job on these.
I am impressed you were able to hold on to your childhood notebook for you to reference.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
"Non !!!!!! pas la lune !!!!!!"
74C - L50 - NHG
Some things:
1. Fighting Bowser in the "Meowser's" level is kinda boring because he keeps going into the background.
2. There are some jumps that turn into leaps of faith because of scrolling issues or you are out of sight range.
3. Cloud blocks do not block pipes. You can still go through them on the sides.
4. In the Mario World level, if you have the cape, you don't need to bother killing Bowser Jr. to get the clown car. Simply fly up, get the last red coin, hit the switches, exit.
5. Lakitu levels means if they are killable, the player can take the cloud anywhere they please. It doesnt seem like the level was really designed to take that into account (other than preventing you from skipping in certain parts). I would've liked more payoff by using the cloud.
I like P-switch based challenges, but there's a problem here in the beginning. It's been designed for you to immediately jump on that P-switch and go. Normally this isn't an issue, but if you wait (which I did the first few times), the fireball bars move out of position and they are impossible to avoid. Where you lost me though was the kaizo block at the end.
My issue with this level is it has been designed to follow 1 specific, rigid path, but it's fairly easy to deviate from. The coins try to show you the "correct" path, but I find it didn't do a great job.
1. It seems you designed it to have to abandon Yoshi (assuming due to the "awwww" sound effect), but you can actually make the jump to go on-top of the spikes right before the first checkpoint and preserve Yoshi.
2. 2nd checkpoint, what's the point of the boss or even taking the snake block? After the first try, I just jumped across and propped myself off one of the paratroopas and skipped that entire part to get to the goal. Also, you could easily skip all that stuff if you managed to keep Yoshi the whole way through.
This is the wrong code. The "V" should be a "G". Anyway, I have no clue what you're supposed to do here...I found the secret exit fairly early on, but after that I'm stumped. You get to a part after the first door that made no sense to me.
1. First, you have to be small to make the run to get to the lower cloud block platform. If you can get there as big mario, it must be super strict since I wasn't able to do it.
2. The scrolling makes this part really annoying since the moving platform goes off-screen
3. You have to wait a while for the platform to show up
4. When I finally took the moving platform it just brought me back to where I was???
I eventually gave up trying to beat it the "normal" way.
This was cool. I like multiple paths. I played it a couple times to see where I could go. There seems to be a bit more than that. Couple things:
1. Getting the 50 coin in the rising lava part is absolutely not worth it
2. Going to the left of the part from #1, where clouds come out of the pipe, they become active before you get to them. If you immediately jump into the first cloud that's there, it may have been on-screen for a while and it'll fade away before you can fly to the correct area. Thus, you have to wait for it to fade to maximize the benefit.
Hidden Panic is too gimmicky, in my opinion. There's no skill or challenge at all. Also, you can accidentally have the mushroom get squished by the other hidden blocks as it spawns, making the level unbeatable.
Awesome, thank you for the feedback. The coin is possible to get, but it's pretty tough. I'm thinking about revising this level a bit and i may make the coin one or two units easier to grab. The coin itself is a relic of what the level was starting out as, and the rest of it changed direction around it as I put stuff together.
Not sure how to resolve the cloud issue. Putting it in a pipe was my way of not running out of clouds. Potentially put in blocks? Two clouds should be enough.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
My signposting was the thing I was most worried about. It’s so hard to know if it’s any good when you already know the intended path.
1. Yeah. I didn’t realize you could go on top. I didn’t even know Yoshi could walk on those.
2. Honestly, I was getting a little bored and just threw a bunch of stuff together for the last bit. The koopa troopa skip was intended, but the idea was that someone who made it to the end but somehow messed up the jump would see the 2nd koopa. However, it’s a little too close and I realized after I uploaded that you could juuuust see it on the edge of the screen. Oh well.
Thanks for the feedback!
Steam: MightyPotatoKing
Appreciate the feedback! I tend to forget some of these things when I'm making levels, since I generally try to make them for me first. I also like to think of these as levels that kids could play too.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
The problem with that is due to the random nature of the 100 Mario mode, many people who end up playing your later levels won't have the luxury of playing your earlier tutorials.
No. It's one, or 2-10.
It’d be nice if you could flag it so it wouldn’t get used for Endless Mode.
They made me pick a Mii, which I did. Then they made me pick a username. Which I tried to do.
But apparently "LucasCraft" is already in use. How. The. Fuck.
Anyway, guess I won't be playing online since I can't be me. I am LucasCraft in literally everything. Steam, XBox Live, PS Online, Switch Online, Epic Games Store, Blizzard, EA Origin, Ubisoft's thingie, Apple GameCenter, and a bunch of other ones I'm not thinking of. I use that name literally everywhere. How the hell is it already taken after like 3 days of this game being out, when I have that name on lockdown on pretty much every other gaming platform ever?
Also, bonus question, why the hell doesn't Mario Maker just let you use your Switch Online ID?
This is totally not a big deal, and yet at the same time it makes me never want to play ever again. If I can't be me, there's no point in playing.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Funny thing is though the only time klineshrike has ever been taken was when I forgot I already had an account somewhere
Spoken with the privilege of someone who has never had to add random words or numbers to their name just to get by like the rest of us plebes.
Are you saying that Nintendo finds your handle a bit too....dirty? :P
Nintendo Network ID - Brainiac_8
PSN - Brainiac_8
Steam - http://steamcommunity.com/id/BRAINIAC8/
Add me!
Once players get to the top of the level I want them to have to wait for the lava to get up to them in order to do a boss fight.
You can ride a shell over lava. The kind that mario gets into. Ive seen these shells used to bridge gaps using fire balls from piranha plants. You can jump off the little fireballs when in the shell but the balls disappear.
There's crates in the 3D world theme they float on lava
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Let's Plays of Japanese Games
Graph paper... Real or virtual, seems to be the answer.
Twitch: akThera
Steam: Thera
Boooooo
Anyone know the dimensions, then?
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
It's funny too because I've spent hours and hours on this game already and I haven't even touched story mode past the first level, and realistically could never (the only thing really calling me to it are the unlockables).
Without the 1y online code.
Waited for nothing. Have to return it, then buy it at Gamestop where they apparently have the code version in store.
This on a day where I'm home from work sick with an awful stomach bug thing.
You're fired, Target.
Feedback very much appreciated on this - it's about three times the length of Airship Adventure, and probably more of an Intermediate stage. Rushing is guaranteed to kill you in this stage, so be careful!
Thinking i'll do something desert based next, or perhaps jungle based. Combined with some other gimmick... Seesaws or Conveyor belts i'm thinking
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Sometimes, being yourself isn't enough
Story mode on the whole is very good. There's nearly 100 levels.
In the dark bonus room, I thought I was supposed to go down after collecting the coin (instead of returning through the pipe). Oops.
I liked the variant on a couple themes approach. Felt internally consistent. And it was pretty!
There's two dark bonus rooms! One with with a hidden coin, and one with more obvious coins but also Lava bubbles to dodge - which one tricked you into going down?
(also, THANK YOU! I love feedback so much)
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
There's 120 levels.
Steam: pazython
You're not wrong technically!
I thought the platform before the pipe was a trap and that the dark room was the primary route. Well, the first time at least!
I thought the exact same thing. The way the coins make you want to jump over the pipe made me think it was the wrong way to go.
Steam: MightyPotatoKing