I just tried it with hard blocks and it's also not working. Do I have to be playing the level outside of the edit tool for it to work?
I just tried it with hard blocks and it's also not working. Do I have to be playing the level outside of the edit tool for it to work?
You can do it!
I ran out of level.This was fun but I could have actually used more. I felt it was a bit short, but I tend to favor longer levels.
It looks nice but several of the shots are annoying to make. You sometimes need to move the screen so the superball doesn't despawn before hitting your target. This is especially frustrating for the turtle sitting on the platform to the right of the flag. I had a time out death at one point because I couldn't line it up properly and realized I need to run right after taking the shot for it to hit. That's obtuse. Some coins to guide the player would really help.Could someone please give me constructive feedback on my latest level? I've tried to improve upon my earlier efforts, but haven't had much feedback since. My maker ID is S0N-SGH-CVF
Could someone please give me constructive feedback on my latest level? I've tried to improve upon my earlier efforts, but haven't had much feedback since. My maker ID is S0N-SGH-CVF
I don't know if I was just lucky or if the placement of the enemies is intentional, but I just blitzed through this pretty much butt stomping on every screen. Think of some ways you can force the player to engage with the route more.I made a level based off of the game Downwell because of course I did. Hope you enjoy, and I'd love some feedback.
Downwell
0X7-YHD-GLF
I don't know this game, but maybe you could better place your checkpoints? They are too close and after rooms that are not too hard, then you have three boss fights (I died at Koopa) straight away. Will try to beat it again.I made a level based off of the game Downwell because of course I did. Hope you enjoy, and I'd love some feedback.
Downwell
0X7-YHD-GLF
Nice dude that was an awesome level, super clever and well designed! I did get stuck at a point near the end because I accidentally picked up the bomb... might need a reset door there... other than that I really enjoyed it!I liked this. It wasn't difficult but that's good for this style level. I one-shoted it but still got hit a few times. Pace was good, I was always moving. And I liked how you swim back toward the start of the level.
If you're up for playing one in return, the new level I'm tinkering with is 826-26L-00H. It's a horror themed level utlizing the rotten mushroom.
I just played it. Didn't realize I had actually already played it and commented in game haha. Oh well. Anyway, it's a really creative level, I think you designed it to be the perfect length and the foreshadowing like someone said with how you kill the last Goomba is well done. One thing to note is while I was playing around with the level I realized you can soft lock yourself if you ride the clown car up and jump out. It doesn't come back down and you're just stuck. Perhaps a door at the bottom just to reset the car would solve this. It's not common to get soft locked since it didn't happen the first time I played it. Something to keep in mind for future designs.
Thematically it's on point. Very visually concise, good use of sound effects and animation. Not too much but enough to add effect. The moles coming down adds a slight bit of chaos which is good. I would fully extend the timer to 500s. I have never made a level with clear conditions so I don't know first hand but I think the way you designed this was superb.
People should play it, it's the best superball level I have played.
(Re: VWN-FN0-LDF)
I didn't even think about the potential softlock or the timer, you're right about both of those!
As a learning point, these mistakes stem from the most common creator mistake:
Knowing your own level so well that you don't foresee the problems others might encounter when playing it.
I appreciate the feedback to help reduce doing that myself, thanks!
Really nice level. The last jump is the one with munchers after CP? Can't get past the last muncher, lol.A sledding level that's pretty tame and fun. Hard jump at the end worked out well!
6W3-B4L-VMG
Hey, those are good ideas, thanks! I was thinking of some kind of interactivity, but for this one I wanted to keep it as stress-free as possible. I think I want to incorporate some of these ideas for the next one.Very creative! The use of tracks at the top to "hang" it was clever, and use of on/off blocks to complete the picture was cool.
Some ideas of what else you could do:
- Perhaps use less music effects, some people say they find them annoying when overused
- for the next level, could you think of more ways to interact with the picture so you need to complete it (and get a key) in order to pass? That would be cool!
- you could also add some moving parts to bring them to life! Something simple like using a crane to drop the final block into place yourself (and then get the key) would be nice!
I enjoyed this a ton. I felt lost the whole time, but in the end it was controlled confusion. It seemed well designed in a way that you will eventually stumble into the right path. Atmosphere was good and a liked the puzzles.5-2 Which-Way Manor is ready to haunt players who try to find their way out!
With something as complicated as this to plan out and structure, there's a risk of soft locks or ways to cheese the level, so lemme know if you find any. At any rate, lemme know if you like the level/any other feedback you may have.
A sledding level that's pretty tame and fun. Hard jump at the end worked out well!
6W3-B4L-VMG
That's pretty awesome, wasn't sure it was doable, the timing of everything can be tough, how many times you think it took to get?
My latest creation! Tried going with a bit of a theme here, made it more forgiving and added check points!
This is my ongoing list of game developers, game journalists, and other notables.
GC0-BJM-HBG : Nintendo US (Official Invitational Courses)
JVY-3W4-11H : Maddy - Developer of Celeste
DVS-SC8-N0G : Braden CCB - Tough Levels
QYC-V7C-BHF : bruhhhhh - Fun levels
974-00B-RSG : DanSalvato - Lethal Ejection course creator
96T-FTR-BRG : PePanga - Speed Runner, Kaizo Levels
SG1-F9D-42G : GPB - Grand Poo Bear, Mario Speed Runner, Kaizo Training
D2G-W84-50H : LarlSagan - CarlSagan42, Speed Runner, Kaizo Levels
VPQ-84B-KYF : DanRyckert - Giant Bomb Editor
84B-B1N-4MG : Jeff.Zone - Jeff Gerstman, Giant Bomb Editor
LHH-9VB-F2H : PackBenPac - Ben Pack, Giant Bomb Editor
NNM-6Q8-NGF : Fobwashed - Giant Bomb Community
61K-V1V-L0G : TurboMan - Giant Bomb Community
2PJ-8HL-3PG : Kobun - Chris Kohler
7K7-YH8-R7G : PKlepek - Patrick Klepek, Vice Games
G76-0CS-3SF : Tim Turi - Former Game Informer, Now Capcom
405-052-WSF : RubberRoss - Game Grumps
485-X4Q-KXG : Matilder - ResetEra Member, Captain Matilder
29V-SMD-4JF : GokouD - ResetEra Member
21Q-LXQ-DMF - Freedom Planet Director
T4S-TJG-LVF - Sable dev
4QV-FFQ-YNF - Doki Doki Literature Club Dev
LK2-2BQ-L0H - Stanley Parable Dev
QW4-P23-L0H - Iconoclasts Dev
DB4-S2B-X2G - Kuso Dev
80G-TYK-F7G - Kyle and Lucy Programmer
6W4-FW5-6MG - Flinthook Designer
6KP-4WN-LVF - Charmlings Dev
TK3-1YX-SQG - Slime-san Dev
9X4-916-XMG - Commander Keen Designer
FBJ-JFK-15G : donsy - Youtuber, videogamedunkey
YDM-T6Q-RSF: Sjosz - Bioware Senior level designer
GHN-F3X-QVF : Dimbleby - Snipperclips Creative Director
JGX-MQ8-VRG: Arby's
Good question! Courses can still be starred for another 24 hours after the submission deadline, so that even the last few submissions have a chance of still getting played and starred.Is that time also the deadline for starring levels, or do we have a bit longer for that?
Dug the level man. There were some challenging parts in there but overall it was manageable. Liked the gauntlet at the end!
Nice work with the theming and intro!! Unfortunately I spent too long waiting for moving platforms to return and the level often feels hampered by the vertical camera not having enough look-ahead. I didn't finish it, but might try again soon. It's a nice level.Finally! I thought my OCD would never let up... but the time has come.
My first level.
Super Maker World: Donkey Kong 4
6CR-86H-NQF
Please enjoy!
Great, honoured you enjoyed the stage again despite all the craziness of it. And yeah, I know both of them, but I hadn't locked them up, they did it freely at their own pace in their own homes :pThis is from way back in the earliest pages of the thread, but I only noticed a few days ago that you had remade this one from SMM1, and since I'd put in all that time to clear the stage a few months ago I thought I'd take a crack at it again for, let's see... the third clear (and the first two were both from your country, so I assume they're people you know, and you locked them up until they did it).
I didn't remember my timings from back then, of course, and I wish I had taken notes. But this time around I actually found the level to be a strangely calm experience. It's probably because I had done it before, but also because I was over the psychological hump of thinking about it as a stop-and-start timing puzzle with safe spots around any corner, and there was no need to panic—I just needed to figure out what my windows were and which fire bars to watch, and the rest of it would come together. And so it did. It still took a few dozen attempts to put it all together, mind you, but unlike the last time I wasn't sweating all over my controller and wondering how in hell I would ever thread this needle.
Still every bit as enjoyable as it was the last time; I'll be sure to catch up on some of your new work in SMM2.
Good question! Courses can still be starred for another 24 hours after the submission deadline, so that even the last few submissions have a chance of still getting played and starred.
I just tried it with hard blocks and it's also not working. Do I have to be playing the level outside of the edit tool for it to work?
Played this last night, but couldn't find the poster here who made it. Glad you mentioned the name again.I really don't understand the discoverability of levels in this. It made perfect sense in the first but this one just baffles me. My Skeleton Quay level sat at like fifty plays for the past four days and now all of a sudden it's hit over three hundred today.
Nice work with the theming and intro!! Unfortunately I spent too long waiting for moving platforms to return and the level often feels hampered by the vertical camera not having enough look-ahead. I didn't finish it, but might try again soon. It's a nice level.
Thank you! I was wondering how people manipulate those. Tried deleting and replacing the same block over and over to get the piece I wanted (didn't work).Noob advice.
The first four elements are ground tile decorations. Every theme and style (main four) has them. They pop up at random when placing ground and can be rearranged and copied by selecting the block beneath. Also, you can copy and rearrange random ground tile decorations. Like the airship ones.
Use this advice to turn this...
into this:
Or embrace the chaos. Do whatever you want.
Read the tutorial I linked you a couple of posts before.. Everything you need to know is there.I just tried it with hard blocks and it's also not working. Do I have to be playing the level outside of the edit tool for it to work?
Forkball, I've gotta know, is this a decent basketball level?? DDG-4V0-9LGI played two different pinball courses today. Both were very good for different reasons. Someone needs to make a decent basketball level.
It was probably only 10 tries or so honestly. I figured out the timing and just had one good run.That's pretty awesome, wasn't sure it was doable, the timing of everything can be tough, how many times you think it took to get?
Thanks for playing! Yeah the first room can be cheesed with butt stomp. That was kind of intentional to start out easy and then slowly get harder. You can't exactly do that in the next room because of the fire and ghosts, but i guess if you get lucky you can go right through them.I don't know if I was just lucky or if the placement of the enemies is intentional, but I just blitzed through this pretty much butt stomping on every screen. Think of some ways you can force the player to engage with the route more.
Also, did you make this using two horizontal layouts? It did not seem like any of the sections were very vertical, despite the theme. It may be better to use fewer warp pipes and give yourself larger rooms.
You're not the only one that got softlocked at Bowser. I tested it a bunch of times and that never happened, then it happened to me right after I uploaded it. I think I'm going to upload a new version that prevents it from happening today.I don't know this game, but maybe you could better place your checkpoints? They are too close and after rooms that are not too hard, then you have three boss fights (I died at Koopa) straight away. Will try to beat it again.
Edit: got 'softlocked' two times between Bowser and the right wall, but finally beat it. Maybe put your 2 CP after the 2 boom boom fights? I don't know.