Originally posted by yoshicookiezeus(also after this change I got through the incinerator on my first attempt. Yay?)
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Originally posted by yoshicookiezeusThis, on the other hand, I'm not sure if I agree with. I find this one of the easiest parts of the room; I don't think that I have died to it once. Could I get some other people's opinion on this?
The acceleration of falling platforms is not something players are accustomed to paying attention to. At least lower the first platform so players so players know what they're getting into, and so there's more of a difficulty curve instead of "get through all of these identical jumps perfectly or die."
Originally posted by yoshicookiezeusThere is a mushroom hidden in the falling segment, which does make the incinerator a bit easier; you can even use it to skip the last part of the ballooning segment if you manage to keep it that far.
There is
no guarantee that players will find that mushroom. You should have at least one
overt powerup for that section.
Originally posted by yoshicookiezeusOn another note: how many people have found the third SMWC coin so far?
I found it. The lack of trash falling kind of gives it away, though players might be too focused on completing the stage by that point to entertain such observations.
Anyway, let's see...
The side room is a major gripe for me. It's too long, the architecture is shoddily done, the jump-through platforms completely confuse the blue elite's pattern; the elite flies and/or changes direction too fast and constantly disappears off-screen. That area needs some reworking.
Does the message box have to be placed in such a way that you're almost guaranteed to hit it as you jump into the pipe? If I want to see what that message box says, I'll go out of my way to hit it, you know? Besides, that particular one doesn't even have essential information, so why practically force players to hit it?
The transitional room is kind of discriminatory toward Big Mario because it forces Mario to make every jump a crouch jump- otherwise, there's no guarantee he'll fit into those pipes during free-fall. Riddle me this: when will players first realize that they have to crouch jump to fit into pipes during free-fall? Answer:
during the same jump that goes past the springboard. Now add to that the fact that the midway bar is directly before this section, meaning that everyone will come through here first as big Mario, and you've got a fairly unfair smwcoin setup. Sure, if you die in the incinerator section, you've got another try, but the improbability of getting the smwcoin the first time around strikes me as slightly odd.
The incinerator section...uhh, yeah.
3: Big Mario Discrimination. (Remove the last flame.)
4: If players start this setup with the wrong timing, they'll probably get hit, because there's no breathing room or leeway here. Players will be pressured to jump off the moving castle block before it returns- without seeing the second trash dispenser, mind you- and if things don't line up, they die. How is that justified?
5: Think about players seeing this for the first time. They won't see the flame platform until the rotating platform they're on is extended all the way to the right, and they'll only see it for a brief moment at most. They'll see that there's fire coming out of it, so they'll want to line things up before jumping, but by that point the rotating platform has gone too low and there's nowhere safe to jump anymore. Players will die. Mind you, even if players make it, they now have to
immediately alternate between platforms with nearly perfect timing. No breathing room, no safe platform of meditation, nothing.
6: Again, from the perspective of someone playing this for the first time, the speed of those faster dispensers is ridiculous. It's even worse on screen 8.
A: As I implied before, there is no sense of progression with all of these jumps (all = entire sublevel). All of them are in the hardest positions possible. For this particular formation, wouldn't a staircase arrangement be better?
B: Gee, could you put the p-balloon any higher?! It's above a falling platform, for crying out loud! How are players even supposed to know what's in there when they haven't had a breather for the entire sublevel?!
D: Though I made it through unscathed, I can't help but wonder if the last obstacle is questionable.
Overall: What the hell. Players have no breathing room, no powerups, and the sublevel's idea of introducing new mechanics is "get the hardest version of this setup right on the first try multiple times in a row or die." Players see what's up ahead for the briefest of moments before careening into an early death just by standing still and trying to figure out what's going on for a fraction of a second.
I agree that having even just one or two safe platforms for players to catch their breath on is probably a good idea, for starters.
Edit: A somewhat minor point, but should the goal roulette be in the incinerator section?
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