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Super Mario Maker |OT| Miyamoto Simulator 2015

Forkball

Member
Petey's Ghost House: FEAB-0000-0060-5FB3

This is my first level I think holds together form start to finish.

It's a little on the shorter end, I might add stuff going forward.

Any feedback is welcome and I'll return the favour if you have levels to be played.
I like it cause I beat it in one try. AUTO STAR
 

Bydobob

Member
My last two levels are bombing. It seems like if they don't immediately catch fire, there's no comeback.

Well here is what I was wondering. Surely with more levels being added than new players buying the game we are all going to be getting a smaller share of the pie. How are Nintendo going to manage this going forward? Deletion of levels?
 

andymcc

Banned
That's mine! :D

P5jp6pb.png


3nhQQBr.jpg


To do this you need the 30th Anniversary Mario amiibo, to scan in to create mega mushrooms.

There are a lot of other weird changes it makes. Most of them are just Mario mustaches and caps added to enemies. Red koopa troopas wear their caps backwards!

Bowser has the princess riding on his back and Bowser Jr. has Luigi riding on his back (which I forgot to put into my level). I also just found out that red cannons and bill shooters fire Toad instead of Luigi!

You can download my level if you just want to play with it yourself, but you won't be able to upload a level derived from another user's.


awesome, i wanted to show my girlfriend this stage last night and couldn't find it.

i have the 8 bit amiibo. guess i need to toy with it.
 
Vanilla Plains and Cave are nice.
Vanilla Sky needs some work. Airship looks a bit weird and also some block placements are ruining the momentum. A bit too much warp pipes.
Vanilla Ghost House needs a bit more direction. It's okay if players get lost but make sure when they're on the right track (add a SFX or shower coins or something). It was also a bit long.

Banana Fields and Sky are sweet. I think Sky would fit into the athletic theme if you add more donut platforms and noteblocks. Banana Lake reminds me that SMB3 had the best underwater levels. I love those jellyfish. I like how you used those thwomps in Banana Castle. He nearly got me in the end.

I starred all these courses. A little finetuning wouldn't hurt it. At times you're pretty stingy with power ups. I was suprised to see SMB3 levels, because Vanilla is SMW to me. Anyway keep up the good work. I hope this helps making those Chocolate courses :)

Vanilla Sky is my least favorite. I think I was trying to force a theme or something. Definitely the weakest of the set. You can probably see my progression as the levels go. In the later levels I started experimenting with the Timer, and eventually the Music changes/SFX.

Next world is Strawberry, then Chocolate. :p

Thank you very much for the comments.
 

Forkball

Member
Well here is what I was wondering. Surely with more levels being added than new players buying the game we are all going to be getting a smaller share of the pie. How are Nintendo going to manage this going forward? Deletion of levels?
You just gotta appeal to the masses. Hence my next stage: Automatic Dank Meme Splatoon Kart Theme
 

Gsnap

Member
CRtQ0AF.jpg

Shell Dome
E489-0000-0046-D2E4

Finally got around to playing this one. It's good. The progression is fun because it feels non-linear, even though it really isn't. Seeing areas before you get to them, going back to old areas under new circumstances, and the handful of offshoots give a good feeling of it being large despite it actually being quite compact. I suppose I could use a little more enemy variety (for instance, it was a nice break of pace having to navigate the spike tops to get the 1-up), and I wish a few more tools like the spiny hat were put to greater use. But as it is I really enjoyed it.
 

Fawk Nin

Member
I like it cause I beat it in one try. AUTO STAR


Haha thanks, did you find it too easy then? I'm definitely going to try and lengthen it out a bit with some new ideas when I get more time.

Ill have a go at some of your levels today or tomorrow when I get a chance, thanks for playing!
 

Thud

Member
If you make Mario-ass Mario levels, quote this post and give me your level IDs. I just want to play the normal, Nintendo Mario game-like levels people are making.

Mushroom World 1-1 (Lost Levels)
2AA0-0000-0056-DCFF

It has some secrets and a bit of mario maker in it :).

Rupees in the Dungeon (Remix)
B096-0000-0061-3E5B

Underground and underwater level with zelda references.

My other levels are also fun, but not Mario-ass Mario :p.
 
Goomba Jumping:
EC3B-0000-0065-9C25

This is my very first level created using the day 1 and some of day 2 stuff. It's incredibly basic and attempts to apply the 4-step level design philosophy used in the Mario games. Feedback is most appreciated.
 
I've been wondering about that, is the only way to immobilize Magikooopa is to place him on a Chain Chomp post? Or are there other ways? I only happened upon this by acccident, but it was a neat discovery.

You can put it (or any other mobile enemy) over any enemy that is not. Sorry, my bad, when I said chompers, I actually meant munchers (the black, mostly indestructible piranha-plant likes from Mario 3), not chain chomps. These are one of the best choices as they're both immobil and can't be destroyed before the enemy you intend to lock.

In fact I haven't played around with combining chain chomps in this fashion, I know what I'll be trying next. :)
 

DaBoss

Member
Watching 645 play my level (Mysterious Mansion) was very interesting. It made me want to do a write up about how I made the level to be played. It isn't a challenging level, nor is it all that great either. It is more of an experimental level. If you want to play it before you read this, here is the code: F917-0000-005A-9237

So here is the start of the level:
tumblr_nv4uymJ5MO1ux7li8o1_540.jpg

You can see you have what seems to be 3 options, you can go to the right due to pass-through platforms, try to reach the vines, or go through the door.

Going all the way right leads you to a hidden block with a 1-Up Mushroom.
https://36.media.tumblr.com/cf7c64d9f9bdfcce1115a4ce8d860c4a/tumblr_nv4togyC301ux7li8o1_540.jpg

And the vines, you can reach it and go across to the last vine and then go on top of the house. But you get nothing other than a laugh track playing when standing on the middle of the roof (which 645 did). The real secret comes from jumping away from the roof.
tumblr_nv4tn9J0Lu1ux7li8o1_540.jpg

This just leads to an upper path with a visible block with a mushroom inside and a pipe going to a section that comes up later if you go through the door. To be honest, this secret + reward sucks, but that's because of another bigger secret I wanted players to find through the normal path.

Now for the door path.
tumblr_nv4vvweom91ux7li8o1_540.jpg

You can see it is a nearly symmetrical room with a pipe outside on the right side. Now I know everyone likes their symmetry and usually know something is up when it isn't symmetrical, so there is a hidden block with a mushroom on the left side.
https://41.media.tumblr.com/febddbafdd47c504e5121ede68885d7f/tumblr_nv4t7fycyp1ux7li8o1_540.jpg

Now on to what's on the other side of the pipes. If you go through the left one...
tumblr_nv4vx1WYf11ux7li8o1_540.jpg

You actually can't get through.

Now for the right pipe.
tumblr_nv4t8y2nZt1ux7li8o1_540.jpg

You get here. You may have noticed the note blocks behind each pipe. That's to mark the pipes as ones that head to the start as a visual cue.

The pipe on the right is where you come from if you go to the secret entrance, so yea, not a good secret/reward. You go up and have to lead to the left pipe. Which leads to this area.
tumblr_nv4taqkJH81ux7li8o1_540.jpg

Straightforward area. You come up from the left pipe with brown blocks below them, so if you look at which pipes contains brown blocks, you'll see which pipes you can head towards. The area you see above is the secret entrance.

Now on to the next area through the pipe:
https://40.media.tumblr.com/6fa247b600683097c56cba98184d591e/tumblr_nv4tcoAr9b1ux7li8o1_540.jpg
Nothing to say here...maybe. That's for you to decide.

Now you head through the pipe on the top-right to go to this area.
tumblr_nv4te76niK1ux7li8o1_540.jpg

This is where you start to see hidden blocks over grandfather clocks, but there is no real indication to what grandfather clocks mean, so that could be worked on. The one on the left had a mushroom, and the one on the right had a 1-Up.

There's a door there floating, which could confuse people, but there is another door just above the ceiling of this room:
https://41.media.tumblr.com/78853bd8833fba2c9a3357d668289ab0/tumblr_nv4tr90Vfi1ux7li8o1_540.jpg
Why are they there? Who knows. :p

Once you go through the pipe on the left, you end up here.
https://41.media.tumblr.com/63ba1b88359e74f3cadb26aa4eafbacb/tumblr_nv4y1lmP8O1ux7li8o1_540.jpg
There is nothing significant here as much as it seems like it may hold some secret.

So you head through the door...
tumblr_nv4y35th8M1ux7li8o1_540.jpg

And end up here, which is the other side of the first pipe. The block above the door is hidden and had a mushroom. There's also a peculiar brown block in between stone blocks. Since you have the spiny helmet, you can break that, which allows you to do this:
https://40.media.tumblr.com/9c25c88d743f41ba8e8be4a8bfb7e176/tumblr_nv4y49IyI71ux7li8o1_540.jpg
And now you break through the brown blocks to head to the starting area.

You may remember the brown blocks at the top of the starting area, which is what you need to break to be able to head to the pipe outside.
tumblr_nv4tu5qk5U1ux7li8o1_540.jpg

One of the things to note is that you can't see the pipe once you get to the top of the starting room, so you have to make that fall semi-blind. I wasn't sure whether to keep it like that or not, but decided that people know that the pipe is there so they should be able to make it (the level has a 25% completion rate).

You go through the pipe and head here:
tumblr_nv4tvistwh1ux7li8o1_540.jpg

You can get another spike helmet if you lose it in this room if you want to. And here you see a grandfather clock with a hidden block containing the star. You can use the star to get through this area easily, but you can easily do it without a star (645 did it easily).

There is a hidden mushroom at the end:
https://40.media.tumblr.com/9569532fbcbef88b2f1f465dc59260ac/tumblr_nv4twxvsjm1ux7li8o1_540.jpg
I expected people to continue running and then jump once they hit the wall. I know not everyone has this habit, but for those who do, here's a surprise lol.

And then on the other side of the door, you get to this room:
tumblr_nv4tyeMcVc1ux7li8o1_540.jpg

You have to get through without getting crushed. Now if you managed to keep your spiny helmet, you can get through this part easily since every block here is breakable.

And you can see there is another grandfather clock. Again, there is a hidden block above it, but it only contains a coin. That's cause it acts as a sort of warning. for the next set of crushing blocks...
tumblr_nv4u1xE5Ep1ux7li8o1_540.jpg

The first track seems to be empty, but it actually has a hidden block.
https://40.media.tumblr.com/ac9c78bcc80b24a434183124b45a9489/tumblr_nv4u3u3fmQ1ux7li8o1_540.jpg
So if you have a spiny helmet, you may not want to try to jump around trying to destroy every block lol. There's also a hidden 1-Up next to the door at the end of this area.

Once you head through the door, you come to this crazy room:
tumblr_nv4u8bRqiG1ux7li8o1_540.jpg

Arrows pointing all over the place. There are grandfather clocks are below the correct pipe which leads you to the level exit.

And that's it. Sorry for all of the pics, I linked the ones that I feel aren't all that important instead of embedding them. Hope you enjoyed the level and/or the write-up. The big secret in this level involves you finishing the level with Tanooki Mario. I know people have found the secret area, but seeing where they died is pretty funny.

Another reason as to why I made this write-up is that this level is something I used as a sort of basis for my next two levels.

Tricky Doors & Pipes
RRJPjm8.jpg

C684-0000-0065-5B9C
This level just has you navigating through pipes and doors and has multiple ways to finish it. This is a much more expanded idea of using background elements to lead the player towards the goal. It's really hard to die in this level, but I think it is fun to complete.

Pipe Maze
bNs3Whi.jpg

04C9-0000-0065-5440

This level is just a pipe maze, no hints at all really. It uses all of the pipes trickery knowledge I have. I recommend playing Tricky Doors & Pipes first before this one. I was confused while making this level, that's how confusing it is lol.

The best part of this level though is that you can complete it within about 10 or so seconds, but you can also prevent yourself from doing that and would have to take the longer way.
 
Ok. Can you all stop making stages now. There are too many I need to try here. I also need to go through all Round 1 entries of the 1-1 contest. I also need to make a start on my new level idea '4 Seasons, 1 day'. This damned game!!!!
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Thank you for playing! You don't have to time anything, just run, crouch and slide under the thwomp. 100% guaranteed and quite satisfying.

Ok, after following your advice (and after several other attempts), I completed it. I've already posted a comment on Miiverse, but this is the longest version.

The level is still very difficult (especially that first part with the Twhomp and the trampolines), also very challenging. As said on Miiverse, I like the Twhomp - Ice theme, especially how you combined the two factors (Twhomps destroying blocks, sliding on them). Nice challenge in order to get what needed to access the last pipe too. Also, I suppose
you've put those three 1Ups in the level as a substitute to Coins

Difficult, but very good. I'd really like to hear your feedback on my levels.
 

Teppic

Member
Made a new level.

Trust Nothing
415D-0000-0066-0D40


It's a troll level. It's not about invisible blocks everywhere, and it's not too difficult. There's traps laid out which you have to avoid.
 
Sure. The height when riding those platforms is very variable, especially at the peak of the trajectory. A few times I mashed up like a madman and Mario didn't enter the door. Then, the platform fell. I guess you can reset it by going up gain but it's tough.
Welp, I forgot the skull platform falls after a while.
Thanks.
 

jholmes

Member
For the critique on Big-Tall Mountain. Do you mean the exit from the first special room? I playtested it over and over...you should fall directly onto the giant red koopa and kick it to the left. Unless you hold left the moment you get out the pipe, you shouldn't fall into the pit! Can you elaborate a bit?

I don't know how many rooms you have, but it's a room with a 1-up and coins. It spits you out from the ceiling, I saw a coin below and fell near it, and just like that, into the pit. I also wouldn't drop someone from a pipe onto a distant enemy, as it's easy to move to the side and get hit, taking damage or falling into the pit below.
 

El Odio

Banned
Weird question but is there any pattern or specifics that cause the little background extras to pop up when your placing blocks? I kinda like how they can add some extra character to levels but it's incredibly random when they appear.
 
Weird question but is there any pattern or specifics that cause the little background extras to pop up when your placing blocks? I kinda like how they can add some extra character to levels but it's incredibly random when they appear.

Copy the blocks they are on and paste them wherever you like.
 

AdanVC

Member
I just spent 6 hours of my life yesterday trying to beat Skyzo by PangeaPanga I was so commited to it that I even forgot to take dinner and I didn't finish some errands. I beat it... and now I'm reconsidering my life because I can't fucking believe I spend that amount of time in beating one single level :(

Kaizo levels are hard af but also addicitve. In a really really bad way. At first I was like "Hahah, who can spend 5 hours trying to beat this, it doesn't make sense" and 20 minutes later I was like: "Holy shit I came this far on the level... let me see if I can progress a bit more" and 40 minutes later I was totally commited to beat it. And I beat it. But after 6+ hours... I honestly do not recommend this levels at all. Now I'm at work feeling like a zombie and starving to death.

Much respect to Panga tho. Even if I feel like I'm dying right now. At least I'm kinda happy to have beaten one of his levels.
 
Weird question but is there any pattern or specifics that cause the little background extras to pop up when your placing blocks? I kinda like how they can add some extra character to levels but it's incredibly random when they appear.
I noticed about three myself from ground tiles, and yes they are random.
Two will be 1 square (I assume 16 x 16 pixels) wide and One will be 3 squares wide
 

Kebiinu

Banned
I don't know how many rooms you have, but it's a room with a 1-up and coins. It spits you out from the ceiling, I saw a coin below and fell near it, and just like that, into the pit. I also wouldn't drop someone from a pipe onto a distant enemy, as it's easy to move to the side and get hit, taking damage or falling into the pit below.

Mmm...valid points. I didn't see those errors in my playtests, but that's probably because I already knew the layout. I made it so that you just drop directly onto the enemy if you don't press anything, but that's not a good rule of thumb for future designs.

I'll see about editing and uploading a revision! Thanks for clarifying. :)
 

DaBoss

Member
Goomba Jumping:
EC3B-0000-0065-9C25

This is my very first level created using the day 1 and some of day 2 stuff. It's incredibly basic and attempts to apply the 4-step level design philosophy used in the Mario games. Feedback is most appreciated.
I liked the idea of jumping on the center of a pyramid of goombas and it getting gradually harder. I think you could have started chaining goomba pyramids mid-way through. And there is kinda no warning about the spinies being on the pyramid in the 2nd to last one.

And the Lakitu felt kinda unnecessary, but it didn't seem to bother me when I played.
Made a new level.

Trust Nothing
415D-0000-0066-0D40


It's a troll level. It's not about invisible blocks everywhere, and it's not too difficult. There's traps laid out which you have to avoid.
Probably the fairest troll level in existence lol.
 

KeRaSh

Member
VandalD said:
Yoshi braves the Switch House v2 (DE90-0000-0049-4A2E)

Cool level. Liked the puzzles but the layout was a little unintuitive. It's a ghost house so it's only a minor complaint.
The time limit is probably the biggest issue.

KooopaKid said:
DF9E-0000-0062-85F4

This was fun. I enjoyed it a lot. Every time I dies I figured something new out. The final Thwomp puzzle was a little unintuitive but I figured it out. I also found a way to get past them with the red Koopa shell but I finished it the intended way since the next part would have been impossible.
 

kiryogi

Banned
I like ghost houses. I've put it on my list of levels to play and will check out your other levels, too. :)

I hear you like Ghost Houses!

Escape Boo's Haunted Lab.!
D914-0000-0064-2FBD


Please check mine out! It's on the harder side just to warn you. I'll check out your Osiris level tonight too.
 

Gsnap

Member
So I'm attempting to make a level based around shortcuts and I've got a bit of designer's block. I can't decide exactly what kind of shortcuts I want to use. Mandatory shortcuts? Optional shortcuts? 2-tiered shortcuts (half mandatory half optional)? Hidden shortcuts?

I guess the type I want to use is the persistent shortcut (aka, you unlock it as progressing through the level, and then, if you were to die you'd have a shortcut back to where you were. A pseudo checkpoint sort of. I can't really do that, though. I order to do that I'd have to use something that is always there, but I want to use something the player has to unlock. So obviously I've scrapped that idea, but now I can't really decide what kind I want.

I think 2-tiered shortcuts might be best. Helps with level density, making the most of the limited space.

What do you guys think?
 

KeRaSh

Member
I hear you like Ghost Houses!

Escape Boo's Haunted Lab.!
D914-0000-0064-2FBD


Please check mine out! It's on the harder side just to warn you. I'll check out your Osiris level tonight too.

Will do after dinner!
/edit: The level is a little too busy for my taste and I couldn't get past the flying Hammer Brother. The coin on the flame cannon platform could have been a power up to make things easier but the troll door that leads to the beginning with the Koopa is just unfair. With a little tweaking this could be really fun.
 
For anybody willing to try it, can I get my level from a day or two ago examined? This might be the level that I make an easy version of (since I have no real idea for a new level atm): 49A8-0000-005A-4E4C
 
So I'm attempting to make a level based around shortcuts and I've got a bit of designer's block. I can't decide exactly what kind of shortcuts I want to use. Mandatory shortcuts? Optional shortcuts? 2-tiered shortcuts (half mandatory half optional)? Hidden shortcuts?

I guess the type I want to use is the persistent shortcut (aka, you unlock it as progressing through the level, and then, if you were to die you'd have a shortcut back to where you were. A pseudo checkpoint sort of. I can't really do that, though. I order to do that I'd have to use something that is always there, but I want to use something the player has to unlock. So obviously I've scrapped that idea, but now I can't really decide what kind I want.

I think 2-tiered shortcuts might be best. Helps with level density, making the most of the limited space.

What do you guys think?

You might want to look into these ideas. Some are more cumbersome than they need to be but they're still interesting to see and think about.

https://www.reddit.com/r/MarioMaker/comments/3m2vnw/checkpoint_brainstorm_some_of_the_most_creative/

https://www.reddit.com/r/MarioMaker/comments/3l728a/how_to_create_pseudocheckpoints/

https://www.reddit.com/r/MarioMaker/comments/3lueed/how_to_create_a_code_based_checkpoint/
 

kiryogi

Banned
Will do after dinner!
/edit: The level is a little too busy for my taste and I couldn't get past the flying Hammer Brother. The coin on the flame cannon platform could have been a power up to make things easier but the troll door that leads to the beginning with the Koopa is just unfair. With a little tweaking this could be really fun.

It's a troll door, but it's also meant to be a shortcut once you figure it out. I also forgot to mention that you do not trust the arrows in this stage.

Meanwhile that coin block is definitely meant to throw you into despair when hoping otherwise. But there's more power-ups hidden before hand. It's an interesting thought though, definitely would be a lot more approachable had I added a power up there. It's certainly something I'll design around in my next level.

Fun fact though, in the original it led back to the beginning with a Hammer Bros. Now that pissed people off. It also used to be a busier level. But what's left there is meant for logical progress. It's definitely not a level you can clear in one shot unless you're really patient. But there's multiple ways to tackle it.

I think at some point I'll lay out a walkthrough of how I intended the level once enough of GAF has tried it.
 
I liked the idea of jumping on the center of a pyramid of goombas and it getting gradually harder. I think you could have started chaining goomba pyramids mid-way through. And there is kinda no warning about the spinies being on the pyramid in the 2nd to last one.

And the Lakitu felt kinda unnecessary, but it didn't seem to bother me when I played.
Thanks for the feedback. The Lakitu was something I kinda put in without too much thought and I felt it was unnecessary too. I like the idea of chaining goomba jumps, that might go into the next version of my level. I'll try to drop hints about what to expect in the next level I make.
 

Kebiinu

Banned
Posting this for the new page. Hope it gets more people to try it out! So far the reception has been overwhelmingly positive! I'll be posting feedback on the levels a few pages back as well.

Rescue in Sky Fort!
V6OUWsI.jpg
MHoGbaa.jpg

Oh no! Yoshi's been kidnapped and it's up to Mario to infiltrate the Sky Fortress and help him escape! All the entrances are heavily guarded, so sneak in through the jail cell, and make your way around from there! Be careful, I think I saw an ominous figure donning a green spiky shell...could it be?!

Stage ID: 42B9-0000-0064-111F
 

KooopaKid

Banned
I've held off on posting my most recent two stages because really I need to get playing some more from here and giving feedback first, I have like a mental backlog of stages I plan to go tackle.

But since I am sitting on these two right now I'll drop them in anyway.

Grow With The Flow
(DE34-0000-0063-6259)

Starred it! Died stupidly just at the end after the bonus area. Interesting concepts for obstacles. I'm going to use your reverse wine.
One complaint : too much waiting if you miss a wine!

Feel free to comment on mine! :)

BF98-0000-0059-D03C
 
Any comments on my levels? I would really like to know if the secrets make sense. I did it with little direction to create that "aha!" moment from the old days of gaming.

I
just uploaded 4 new levels, my first world in my own Mario game called Super Vader World. These levels have something that I assume no one has attempted in this game. One of the best parts of Mario games are the secrets and secret worlds. So how do you have secrets in a game that doesn't allow any cohesion between levels? Well this is what I came up with.

Play the levels in order! And good luck discovering the secrets. This being world 1 it's pretty simple. I will only link to stage 1, find the rest on my profile in the game. Remember do it in order.

Grass Land 1-1 (SVW)

(C95F-0000-0063-D76B)


WVW69ian9vAK5zMPLG


WVW69ian-NYZEIcIEh
 
I gave feedback last night to others but no-one replied on mine :(

So reposting for better luck!

I will give feedback back to anyone commenting on mine.

Pretty good stage that has a nice gimmick. The only complaint I have is that there are some really hard jumps at the beginning and a few times I was wondering what the heck I was supposed to do.
 

lcap

Member
Man, all those incredible levels I want to play but my copy hasn't arrived yet (import, since Nintendo stopped distributing their games here).
 

KooopaKid

Banned
Guys, guys!! I just finished my latest level, and I would love some feedback/impressions! I worked really hard on the design, and pacing.

Rescue in Sky Fort!


And if you enjoyed that, be sure to check out my other stage! It's similar in scope, and I utilized a lot of the experience in this stage to build the Sky Fort one.

Big-Tall Mountain


Hope you enjoy it :)

Played both, finished both, starred both! Followed! Those were some of the most joyful, varied, fair and long levels I've played in SMM so far. Well done.

You seem to have the same design sensitivities as mine, would you mind comment on mine?

D5CF-0000-0059-461C
DF9E-0000-0062-85F4
BF98-0000-0059-D03C

1-2 is a bit challenging if you're thinking in terms of classic Mario.

Pretty good stage that has a nice gimmick. The only complaint I have is that there are some really hard jumps at the beginning and a few times I was wondering what the heck I was supposed to do.

Yeah this one is supposed to be more puzzley. I tried to make the puzzles not too obvious!
 

Gsnap

Member


Interesting stuff but not really what I'm looking for. I think I'm going to abandon the idea of persistent shortcuts (aka beyond death). They're too cumbersome and too easy for players to fail to understand or to find too early. I think I'm going to work on a mix of optional and mandatory shortcuts that, the player runs across early but either isn't able to use or doesn't need to use until later. Like something that you can activate early but not use until later. Or something that is persistent and can be used at any time.

I just want to think of a lot of ways to pack a lot of density into a level without forcing the player to retread too much ground. Semi-solid platforms and elevator platforms seem promising. For instance, at the very beginning of the level, the player runs across this:


They can observe it, but they can't use it. Then later the player runs across this:


It's the same one they saw before. In order to progress, the player has to go down the elevator from the top right platform, and then proceed left. They'll do some stuff, maybe go through some doors, get all turned around. But then they'll eventually make their way back to this elevator platform and can then ride it all the way to the top and continue to proceed with the rest of the level. Kinda want that elevator to have 3 levels, so the player is constantly coming back to it, while still going through unique rooms and challenges.
 
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