My first level that i made on 2.0. Lets call it an experimental level. Made it in ~7 days, not really sure.
I hope its okay for a first level made on this version.
Level is used for a project by GalaxyPuppet. Download - https://www.dropbox.com/s/38j5mzhpojehe ... s.zip?dl=0
This level was inspired by Antibirth (The binding of isaac)
and at first it was private level. But already after the week or so
i decided to do it public. Enjoy. Download - https://www.dropbox.com/s/5mokwiygcd5jk ... m.zip?dl=0
It was pretty great for a first level and glad that you did some things that weren't possible in 1.3.0.1. I especially love the visuals and those goombas that behave like nipper plants that you can jump on (though you can't kill them with a spin jump). Only real criticisms are that their seem to be no power-ups in the level, some of the thwomp placement could be better especially with the one after the mid-point where you feel like you have to take a hit because not only do you have to trigger it to fall by jumping towards it but hope you manage to spin jump off of it after it falls so that you don't land on the spikes, and finally the second half felt kind of short.
TheTrueMarioMaster: Glad to hear your opinion. Actually theres reason why there was no powerups:
As you can see, i disabled the rendering of hud. But that doesn't mean that itembox won't work. So if there was an mushroom for example, and you were in super state, then it could get buggy, since you could get an item from itembox.
About thwomp placement i could agree with you. And im sorry that the second half felt short, since this level is suppose to be released in August, so i had to make the level as fast as i can.
My first level that i made on 2.0. Lets call it an experimental level. Made it in ~7 days, not really sure.
I hope its okay for a first level made on this version.
Level is used for a project by GalaxyPuppet. Download - https://www.dropbox.com/s/38j5mzhpojehe ... s.zip?dl=0
This was an amazing level in atmosphere and feel. The level was fun to play, the only thing I didn't like was quicksand but it was a short and fun level
Daring Tombstone: Damn, you're right. Hopefully i will use it in the future.
I would like to play a Braid again.. That was quite long time since i played it.
Interesting concept for a level by being able to gain the abilities of the enemies you jump on. Only problems I had with the level were how the sound effect for jumping on the enemies seemed really loud compared to everything else and how it's each to get stuck if you mess up a ninji jump to a higher platform.
This level was inspired by Antibirth (The binding of isaac)
and at first it was private level. But already after the week or so
i decided to do it public. Enjoy. Download - https://www.dropbox.com/s/5mokwiygcd5jk ... m.zip?dl=0
This level was inspired by Antibirth (The binding of isaac)
and at first it was private level. But already after the week or so
i decided to do it public. Enjoy. Download - https://www.dropbox.com/s/5mokwiygcd5jk ... m.zip?dl=0
Here's your long awaited speedrun Shadow Mausoleum
TheTrueMarioMaster: Actually i work on my own project, but i keep project levels private. This one was made for GalaxyPuppet's project. And no, its not gonna be my first episode. I made a lot of episodes when i was around 8-11 years old.
I feel like Spacedust Valley misses the point of why the gimmick worked and was fun in Super Mario Galaxy.
When you played galaxy, you had a nunchuck and a wiimote.
With the nunchuck, you had a hand you could do directional movement.
With the wiimote you could both do motion control gimmicks such as pulling to stars and different sorts of jumps. The thing is with this you could do it right after each other in quick succession.
In SMBX, I have my right hand using the arrow keys and my left hand using jump/techs.
Each time I have to pull a star I have to move my right hand to the mouse/mousepad and back after I pull it, which is not fun. It doesn't flow naturally.
Or I have to use my left hand for directional movement and my right hand for the mouse only, which is not fun. I don't have access to my jump or run key for the majority of the time.
Or I have to use my left hand for all my movement and jump/techs and use my right hand for the mouse only, which is not fun. I have to learn an entirely new control scheme that is not intuitive.
Or you have to constantly try to switch between a controller and mouse, which is not fun. It still doesn't flow naturally.
This gimmick is a decent gimmick, but the level is not fun at all due to how it is executed.
For the 3rd point, my controls are currently
Up: Q
Left: A
Right: D
Down: Not Set
Alt Jump: Space
Jump: E
Run: W
Alt Run: Not Set
This control scheme is literally awful to play with but one of the only ways that the level can flow naturally.
A possible solution to help fix it is: Doing something such as using alt run to do the pull effect and use drop item/pause or arrow keys to select which one you can pull to would probably work mechanically better than what you have the level require currently.
I started making this level a few days ago.
At first i thought it would get scrapped for a time,
like Walking in a Forest did, but i've decided to work
nonstop. Here ya go. Download - https://www.dropbox.com/s/wtb5fyoembmzf ... m.zip?dl=0
Seems interesting... I will play it once I receive my laptop where I can play SMBX 2.0, along with many others
Alright, time to do a review, I guess.even though I'm not a reliable reviewer, or even a good reviewer, but eh
So, this level is great, with some exceptions. The first section is great at teaching the spinning platforms, and so does the second section with introducing the slower platform, and they're easy to go through, because they are the introduction of the gimmicks. The third section goes up a little bit, and add some challenges, while still being easy. The fourth one is the same, I guess.
The fifth section ramps up even more, because that is the first section I died in. The part where the spinning platform is moving three spikes on top of the NPC block is hard, but in a good way. It is challenging to cross through, but with timing, it's not a problem. The part with springs are good, since the last part of that challenge, where the platform is on your way is difficult as well, but can be avoided with timing on getting to other springs.
The sixth section maybe a little hard, since the last hurdle is to avoid the platform from hitting you in a tight spot. I barely made through that part, and the lack of checkpoints really annoys me because I have to start over every time I lose. The ending is so similar to your other levels, so I have nothing to say for it.
Alright, time to do a review, I guess.even though I'm not a reliable reviewer, or even a good reviewer, but eh
So, this level is great, with some exceptions. The first section is great at teaching the spinning platforms, and so does the second section with introducing the slower platform, and they're easy to go through, because they are the introduction of the gimmicks. The third section goes up a little bit, and add some challenges, while still being easy. The fourth one is the same, I guess.
The fifth section ramps up even more, because that is the first section I died in. The part where the spinning platform is moving three spikes on top of the NPC block is hard, but in a good way. It is challenging to cross through, but with timing, it's not a problem. The part with springs are good, since the last part of that challenge, where the platform is on your way is difficult as well, but can be avoided with timing on getting to other springs.
The sixth section maybe a little hard, since the last hurdle is to avoid the platform from hitting you in a tight spot. I barely made through that part, and the lack of checkpoints really annoys me because I have to start over every time I lose. The ending is so similar to your other levels, so I have nothing to say for it.
1AmPlayer: Thank you for your review! Im sorry for not adding checkpoints, i meant, i'm very sorry. I'm aiming to update this level soon (just a little).