looks like Enjl and I had the same idea \o. Only difference is that you're not getting a score out of me, since you're too impatient for Fan Judges and just want feedback from "regular people".
- You start the level by telling me that I'll only stand a chance if I'm a Mario expert. First off, that's condescending. You're telling the player that they may not even be good enough to beat your level. If I wasn't a good Mario player, I'd just skip your level altogether and never even play it. You may think that that makes it their fault for not being good enough, but no, it's your fault for making a level to deliberately isolate a significant percentage of players.
I'd scrap that first room altogether and just start the player in the level.
Wait that isn't even the level? lol telling the player if they suck they should skip over your level isn't a tip my man
- Wrong vertical entrance position in the beginning, which causes the camera to jump up like that. Move Mario somewhere the camera wont do that.
- The story is that all the yoshi's died on the moon, so naturally the first enemy is a yoshi. I'm confused at what you're even getting at
- Move that rock pokey over. If you run up to it and turn around the rock digging chuck respawns if he ran off and hits you before you see him, or he probably does anyways if you keep him alive.
- Move or get rid of that first solid yoshi statue after the ladder. It's just in the way and awkward.
- disable the flashing on the yoshi coins if you want to change their palette. Right now they look awful
- why are their super koopas on the moon?
- What is the point of the P balloon in the "moon" sublevel? You give me 3 and I don't see anywhere you use or need them. if it's to make it harder it doesnt really work because the first one goes into the ceiling before you have a chance to grab it.
- Also your "Moon Sublevel For Mario Experts" is definitely not as hard you think it is. There's a single jump onto 1 tile next to spikes, but other then that the level is incredibly straight-forward and stupidly easy (and yes that includes the 1 tile jump). it feels like artificial difficulty, where you realized it wasn't hard enough and kept adding sprites instead of designing an actual challenge. The thwomps require no extra effort to avoid; either run fast enough underneath them or wait. The piranha plants are a joke; they will never be in your way. The bullet bill generator adds nothing extra to the level because all you have to do is duck when it spawns.
- Why do you only give the player mushrooms, no actual power-ups? If it's because power-ups make the level too easy, then you should probably take another look at why your level is so easy lol
- So as far as I can tell, the only difference between the easy and hard paths is that the easy path has no enemies and the hard path has 3. Now these "Mario Expert" claims just make you look like you're awful at smw, if this is what you consider expert difficulty.
- If you get hit by a volcano lotus in that hallway, your yoshi despawns in front of you so that other one you placed can spawn. I'd remove the second yoshi altogether you dont need it
- Unless I'm misinterpreting what you do, that section where you just hit the turn blocks with the pswitch with no enemies around you is kind of stupid. There's really no challenge beyond lining up yoshi and spitting
- lmao what is this music in the second half. It does not fit the mood of this level at all.
- This second half has a lot of unnecessary enemy spam. It's deliberately tight and compact to make dodging these enemies seem harder than it should be, only because you restrict the player's ability to avoid them.
- The midpoint is clearly like 80% of the way into the level. I think im okay with that just because of how hard the second section is, but its noticeably lopsided
Overall, idk what to tell you. This level is incredibly inconsistent, and flat, and uneventful, and just uninteresting to play. As I said, for the majority of pre-midpoint content there's just nothing going on. Most if not all sections are empty, devoid of challenge and just kind of there. Each challenge is clearly segmented into individual sections, but there's no difficulty curve or escalation of obstacles. It's just a flatline.
Inversely, the second half has way too much going on, presumably to give the illusion of the grand final chase (i even started to run out of time!) But it doesn't feel like that, it just looks like you left the first half deliberately empty to make this second half feel a lot more alive, but it doesn't work. It's a sharp increase in difficulty the player has no reason to be prepared for, and it comes off as a lazy last attempt at a challenging level.
If you want to try to salvage what you have, take a serious look at enemy placement and whether or not the level design compliments it. Because it
. Pick a handful of enemy types you want to use, and use them.
Why is there only 1 green koopa in the level? Why are there only like 5 flying koopas? Why are their only 2 or 3 thwimps? You need a more solid idea of what you want to do and how you want to do it. Right now it looks like you were just making it up as you went and as a result it just doesn't feel like a coherent experience.