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SUPER MARIO WORLD SUPER (back?)

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So I noticed your CLDC entry is actually a level from this hack. #w{=D}

If that level is representative of the effort you're putting into this hack, I can't wait to play it when you're done.
I've been stressing over level design a bit lately, so I have a favor to ask of anyone willing - test a few levels for me and leave some feedback. I'm looking for anything constructive, and possibly in depth. Also, if you do test the levels, I have a few specific questions;

1. How fun are the levels?
2. How creative is the design?
3. Are they all stylized, i.e. fitting of each other?
4. Which was your favorite level?
5. Which was your least favorite level?

test.ips

Note that none of the levels are actually finished, and all cut off right at the halfway point.

Thanks! Feel free to PM me or post it here.
First off, Alcaro is going to yell at you for using ips but whatever

Cindersnap Barrens: OK, first off my spinjump reflexes are seriously tripping me over. The first two sideways flames ambushed me--maybe give some more room on the ledge or put a hopping flame to slow the player down. Other than that, this level is extremely solid. Great use of hopping flames.

Boneyard: I would like to point out how the lava under the hopping fishbones look different from the other lava. The lava physics are also quite weird, which makes me feel out of control. This level isn't hard, but it makes me feel uncomfortable while playing.

Lookout Ridge: Some of the red paratroopa placements make me unhappy. The screen shaking is seriously distracting, as that big of a shake makes me think I might get an earthquake effect or something. The first few screens were not very good gameplay-wise, but after a while it got better in my opinion. Then, near the end, it was bit weird again. Near the start of the level, there is this ceiling, but I can go through 1 tile of it. The physics are slippery on ground where there's rain--not sure what to think of this. The coin guides around the end where you have to jump on red parakoopas between the blocks are not accurate--they should be like 4 tiles higher.

Cheese Bridge Area: okay apparently blue koopas don't interact with Mario while they're kicking a shell??? Getting the powerup at the beginning is really weird--maybe lower the coin blocks by 1 and add another layer of donuts. I really like how the shell kickers are mostly intuitive to avoid and predictable. The bonus areas aren't created yet. The areas before flying hammer bro platforms are good places to put those outlined coins so that the player has something to do while waiting. Also, a few of the flying platforms are very low, and I saw coins, so I assumed it was just a blind jump. Thankfully I landed on the platform, but that is still a little hiccup in the design. The shell kicker on to the flying hammer bro platform that I just mentioned is hard to react to and sometimes doesn't even spawn because of the player standing near the edge of the previous ledge. This level was definitely the hardest one.

They're all creative and mostly well designed, although there are a few flaws as I mentioned. Their styles fit together very nicely. The levels are mostly fun, but I think my favorite one is Cindersnap Barrens. The other 3 are above average, but not really amazing. They need some more polish.
I can check the level.
EDIT:My favorite level is LOOKOUT RIDGE.
EDIT 2: If you want a Userbar allowiscous. (pm Luansilva12.)
Userbar made by Green Jerry




I'll just talk about the level design of each level (aesthetics is perfect). It's just my opinion about your levels.

CINDERSAP BARRENS
Lacks variety of enemies, and the part where it has two Question blocks and two pipes (in the end) is without creativity and very empty.

BONEYARD
A cool level, but it bothers me the player being forced to walk on the purple sand, could put a platform sprite with bone gfx. It would be perfect!
Dragon coin in the middle of two bones with a fishbone is quite annoying to collect it. #tb{>:(}

LOOKOUT RIDGE
It looks good when the player understands the rhythm of "on-off" blocks. Depending on the level being at the beginning or end of the game, it would only adjust the level difficulty.

CHEESE BRIDGE AREA
Lacks variety of enemies as well. Just worrying about skipping shells makes the level predictable. The level design is good and the level is fun.

GENERALLY
Powerups are "player-facing," located at the beginning of each level. You could put them 1 or 2 screens after the start of each level. Or hide more in secondary entrances.
Dotted coins scattered all over the levels do not look good in my opinion. It's tiring to have to pull the coin twice in the air to collect them, when there are less than half a dozen of them only. Try to use them more cautiously. #tb{;)}
The level design is generally good, with the passing of the days you make small adjustments on a level that bothers you, reaching the perfection in terms of traditional gameplay. I see potential in your levels for that.

Level level: CHEESE BRIDGE AREA
Level I Disliked: None

Hack of high quality and well made, continue with the great project you are doing.
Thanks for the feedback everyone, it's really useful!

Anyway, so far I gave CHEESE BRIDGE AREA a redsign; I killed the grey platforms (they didn't add anything) and included red flying koopas as they mesh well with the kickers.



Thoughts?
I'm generally not a fan of the Blue Koopas as most people tend to use them in stupid ways. I hate to get hit by a kicked shell while playing through an otherwise rather leisurely level.

This however feels a bit more natural to me as it's clear that you've actually designed the level around them, plus the combination of donut blocks and Blue Koopas work well to give a sense of urgency and tenseness. I don't know where you intend to put this level but I'd put it in a bonus or end-game world.
I'm not sure how to feel about the shell-kicking koopas. It feels as though there are too many (pretty much one per screen) and it gets repetitive quickly. The levels showcased in the latest demo seem to have original gimmicks, but I'm not seeing that in this level. The visuals are very impressive but I feel as though you could do more to make the level memorable.
Another new level! This one is called CASTLE OF CRUSHING.


THe visuals and design are still in it's infancy, and not necessarily fantastic in any way, but you get the idea I'm sure.
I've always been a fan of the vertical loop gimmick, and it seems like it was introduced nicely here. I'd suggest spacing out the thwomps at the end a bit more, though (the looping ones, not the three near the pipe). The coin placement on the bottomless pits also might be a bit awkward to follow it seems. Either way, really liking it so far.

Great aesthetics, by the way! The background is really good, and the palette is very pleasant as well.
I would honestly prefer a more amusing introduction to the gimmick (like invisible coin blocks), but that's me, lol. I'm excited to see how you will expand upon this idea though, as I can already see many insane setups coming up later in the level.
Originally posted by Aeon
I've always been a fan of the vertical loop gimmick, and it seems like it was introduced nicely here. I'd suggest spacing out the thwomps at the end a bit more, though (the looping ones, not the three near the pipe). The coin placement on the bottomless pits also might be a bit awkward to follow it seems. Either way, really liking it so far.

Great aesthetics, by the way! The background is really good, and the palette is very pleasant as well.


Thanks! I fixed the coins up a bit, and messed with the design. I eliminated most of anything that didn't have to do with the gimmick so that the level had more focus and to feel more concise.

Originally posted by ft029
I would honestly prefer a more amusing introduction to the gimmick (like invisible coin blocks), but that's me, lol. I'm excited to see how you will expand upon this idea though, as I can already see many insane setups coming up later in the level.


Funny, but definitely not my style. I did change up how it was introduced though, now the first thwomp falls through the wrap I don't need the lame coin arrow.
Another level, woo!



This one is called THE GUTTER. Basically, those white lines animate and push Mario downward, all the while he tries to dodge those little mines which are modified bomb boos. Not my best designed level, but I love the aesthetic of it for some reason.

Thoughts? This forum is hella dead anymore #tb{:(}
I swear to God, your levels got me pregnant
The aesthetics in that level are perfect. I can't say how amazing it looks.

Interesting concept as well with the floating mines.

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