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Tip: Entering a door or pipe, activating a P-Switch or grabbing a star, completing the level, hitting a message block, and dying will cause issues on the title screen, such as causing musical glitches, or trapping the player in an endlessly-looping level.
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Steam Gardens, and how I put actual thought into its design
Forum Index - Sunken Ghost Ship - Old Contests & Events - The 12th Vanilla Level Design Contest - Steam Gardens, and how I put actual thought into its design
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Here it is if you want to give it a try

also if you watch the video please turn subtitles on, the acoustics while recording were not exactly amazing
Nicely done! I love videos that go into the details of design like that.

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You've made a nice level here! The graphics are extremely accurate; I like the skydome in the background, and I like the fire as moss! The gameplay is great, but the boss is kinda boring. Also, I found a softlock (unless there's a hidden block I missed) here:

If you start from the other side (to the right) and kill the chuck, and then jump back over with the hidden block without breaking the gray bricks under Mario in the screenshot, you can't get back through.

Also also, you can bop the gray bricks with a p-switch which reverts them to turn blocks, but I don't think you can stop that.

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<3
This was a joy to watch. It is good to hear the thought process behind the level design, and the fundamentals you went with are ones that are valuable for any designer to consider. When you try to insert a clue about the behavior of enemies or blocks around you that comes about while the player is naturally responding to things they already know or assume, I feel that is smart design. In this case, you are also making and showing different parts of the level that have a relationship with each other, something necessary to complete or manipulate to get the desired effect in another part of the level. I like that while most parts of the level use the player's instinct to teach, one of the later ones challenges the player to resist collection by using the P-generated blocks in a less common way. I think using your regular doors and pipes back and forth in the level makes for a much more natural way of resetting a failed puzzle. What you have come up with is a really nice-looking exploration and puzzle level.

Just look above you...
If it's something that can be stopped, then just try to stop it!
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Forum Index - Sunken Ghost Ship - Old Contests & Events - The 12th Vanilla Level Design Contest - Steam Gardens, and how I put actual thought into its design

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