Originally posted by AxemJinxThe countdown on those throw blocks starts as soon as the pipes spawn them, so if players want a fully-charged one they have to kick away the current one and wait for a new one. Might not be a huge deal, but it's a little annoying, especially since some sections require most if not all of the charge (especially screens 18-16 in the vertical section).
The code itself was created by Alcaro, It's already been modified because the last time the blocks would randomly not disappear at all. This is only a one level gimmick, if it was used in more than this level, I would consider it, but I don't see it being all that bad.
QuoteThere are also spots where there are a few throw blocks but no spawners, and it feels kind of restricting. I especially felt this at the end of the first section because I wasn't sure whether I should use the limited throw blocks I had to kill enemies, float upward, or hit turn blocks that may or may not contain something useful. I imagined the spawners could be found wherever there were throw blocks, but instead there are sections where I feel oppressed by the design, if that makes sense. I guess that ties in with the whole high water pressure thing, but I'm not sure it's a good thing to make players feel so limited in what they can do.
That was the point of it. Those parts are suppose to be like that because if you to can get it right out of those few times, you can usually get something good out of it like a 1-up. It is not necessary to use those blocks to continue on with the game, therefore no need for a generator.
QuoteWhenever Mario doesn't have a throw block, the level devolves into ducking underneath fish and the occasional urchin, and this felt particularly trying for me (not to mention discriminatory toward Big Mario) because it was slow-paced, methodical, and repetitive. I wonder whether slightly increasing Mario's jump height and/or walk speed would make it more feasible for him to explore the architecture and dodge other enemy types, relieving the need for throw blocks everywhere. I also personally think it might be better to control when players are holding throw blocks in a way that isn't time-based, unless you can make it so that the spawned ones don't count down until grabbed...
Mario's walk speed underwater is not any different anywhere else in the game, so I see no point in changing it.
As for the ducking stuff and things related when you are not using the blocks, there really isn't much else that can be done. You are limited to movement. So the occasional ducking and jumping isn't really all that bad
QuoteAlso, if you ever hit an enemy by accident, it's back to the drawing board, so generally I tend to cling to the walls or ceilings, or just duck below everything. Otherwise I'll run the risk of having to do the same section several times.
This is a World 4 level, there is suppose to be a bit of challenge to it. If that means having to go back a screen to grab another block, then so be it.
QuoteSince the explanation for Mario's limited movement is water pressure, I don't think it makes sense for Mario to return underwater by just doing a quick dive from the cave...wouldn't a pipe make for a better transition in this case?
Its a Mario game with floating coin and blocks and a Player that can jump 4-5 times his height. Nothing make sense.
However, I do see what your saying and I'll take it under consideration.
QuoteThe throw block spawner on screen 19 of the vertical section spawns blocks even though there's already a pile available.
I know.
It was suppose to represent a build-up of extra blocks that came from the pipe, but I suppose I could do away with it...
QuoteA shell from a question block also contains a koopa, which will awaken after a few seconds...so you probably shouldn't make use of that as a bonus.
I might take up the offer on Milk's idea of the empty shell. This part did bug me a bit cause I kinda wanted it in there, but always had to wait for the koopa to come out of the shell before I grabbed it.
QuoteThe bonus area structure doesn't make sense to me. The 1up's in plain sight, but you use two springboards and climb to the top of the area just for a few coins. I'm not sure why the directional coin block is there either, though I suppose that in particular isn't a big deal.
This room bugged me to which is why I had already redone it before this was even posted. The directional coins stayed however due to it being a "bonus" room where you can get a "bonus" which is the extra coins.
QuoteAt the end of the vertical section, why does the pipe protrude so much from the ceiling? If players miss they could have a frustrating time dipping down again and trying to line things up.
Not seeing an issue with this. Like I said before, its a world 4 level, there needs to be a bit of challenge to it.
QuoteOverall, I like the idea, but I'm underwhelmed by the implementation...
...the throw block mechanics and the way they're used seem to limit players too much.
I've already placed back in the ability to swim down while holding the blocks, what else do you want? o_O?
Layout by LDA during C3.