SuperMarioGrava wrote: ↑Fri May 22, 2020 3:09 pm
Well, I didn't put those because I kinda rushed the level and I wanted to get it over quick.
That doesn't sound like a very promising statement when looking at an entire episode. Are all other levels also going to get rushed? What about the episode as a whole? If you already got bored by the first level, how many do you think you will finish before abandoning the project? It might be better to focus on standalone levels, so that every level even when rushed will truly be part of a complete package once finished.
By the way, what was the driving factor behind choosing 1-1 to remake instead of any other level, or making a level from your own ideas? It strikes me as somewhat odd to proclaim to be making an episode, only having a remake of a level remade an infinite amount of times in the past, and then getting bored of it halfway through development. I'm not meaning to ridicule the choice, I'm mainly thinking that perhaps the reason for rushing may have been that the concept of remaking levels isn't all too appealing to you? If that's the case I totally understand, since there isn't much creative drive within a slightly altered remake so it feels like just needless self-limitation. Try to be inspired by what you find in the engine, even if the result ends up disjointed. For example, one thing I used to do a lot a long time ago was fit entire episode plots into a single level. With multiple checkpoints that can be a really neat way to quickly tell a story you want to tell without committing to monthlong projects.