Originally posted by Minuy600
Feedback is appreciated and this time I do want some input now that it is starting to get really important.
Don't worry about the obstacles being generic, that's only natural for a beginner to level design of a specific style. You have most of the fundamentals down, and the level's certainly not impossible savestateless, tho i can't 1cc because im not consistent enough with p-switch jumping (more on that later) however I completed it with the mid point.
A couple things you'll want to note for future endeavors:
-Avoid arbitrary waiting sections and pointless setups, for example the hothead on screen 03 for the former and the kicking shell around 02 for the later. The shell part in particular was confusing to me, as it was inconsequential 99% of the time (tho it did get in the way once, but that was just me playing slow)
-Try not to rely heavily on stuff like the aforementioned p-switch jumps for added difficulty, as in most cases it feels very shoehorned in, context is important for tech like that. A better idea would be to think of a way to make hitting the p-switch part of a larger challenge, rather than just using it as a challenge in and of itself.
-Keep an eye out for blind or highly unintuitive sections that force unnecessary trial and error, this can be pretty frustrating when trying to clear a level you've never played before without savestates. The thwomp section on screen 04 is an example of this, the way it's set up makes it unclear what's expected of you and there's no way to beat it without some senseless retrying. This one's not universal however, some levels thrive on being intentionally unintuitive, but that's a topic i don't feel is relevant enough here to go into in any detail.
can't think of anything else to add, but if you have any questions or want me to clarify anything, jmu
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