ShadowStarX wrote:
For clear pipes and boots/yoshis, I suppose the steps I could take are "no mount" doors which give the boot back after the level's completion, like how Pwnhammer does it.
An alright approach. Not placing a boot bonus next to a level with clear pipes in it would also be good. Or not placing a clear pipe in the star palace leading toward another boot. Some spatial awareness.
ShadowStarX wrote:
The thing about levels like Nice Boulder and The Blow is that their enemies have way more advanced behavior than whatever 1.3 had to offer, which means that throwing multiple things at the player at once could prove potentially overwhelming to the player, unless the evolution of setups with these enemies is spread across multiple levels in different combinations. Which admittedly, seems like a fun way to explore ideas, but I fear it can also leave to some levels just feeling "less whole".
I think using the word "setup" at all fundamentally misunderstands how TI2 is designed and strikes at the root of why I was disappointed by the changes and new levels. TI2 is at its best when it finds creative ways to use the engine's elements in a carefree and loose manner, and by using a standard setup-based design that gets distilled to something very lacking in individuality.
That doesn't mean that I'm advocating for a spammy alternative design, just I think that more thought could be given to emergent interactions and level structures.
In the remakes of TI2 levels, you often copy the iconic and best parts (obviously, because they are iconic and fun even after a decade), but there are no new iconic parts in those levels. Just extra padding in between. It's been 2 hours and I already forgot most of the new stuff.
As an example for a great TI2 level, the Switch Action Zone from the SMW world. It has this setup near the end where you use a P Switch and Springboards to bust through a layer of bricks before the switch runs out. The thought process for creating this setup was likely something like "but wait if I put this here, then this synergizes in a fun way", or "how can i show off this neat interaction?".
I think focusing on that rather than "how can I make a 2 minute level focused around smw spike and reuse the same 'big spike ball break through wall of bricks' obstacle 3 times", or "how can i extend pwnhammer by copypasting the same split path for some reason but switching the powerup type" will lead to more interesting and memorable levels.
You mention Twisters. Twisters are very easily used in upwards vertical sections. Twisters' main gimmick is "blow things up", but it doesn't always have to be "blow enemy upwards", because then you can just use a springboard for the same effect. They can be a puzzle element where you need to get the twister to a key to blow it through a semisolid, or they can be placed on a 1 tile thick ceiling above the player and the player can actually stick to the ceiling below the twister. Or they can be stacked vertically to create a long upwards gust blowing you to safety.
These are ideas that only ever need to be used once in a level but which are more varied, unique and also teach the player about ways to use the vanilla elements in ways that don't seem obvious at first. And if that isn't enough for a level, hey, you got half a vertical level now so what other enemies thrive in this environment? Not every screen has to have a twister.
ShadowStarX wrote:
When it comes to powerups, do you think that World 3 and beyond should use the Leaf more often (the Leaf is even introduced earlier than before, as Flying Raccoon Zone is 3-1 not 4-1), and there should be more ways to attain the Hammer Suit or the Tanooki? Alternatively the Rip Lair's Powerup Pack has some options that are fairly enticing such as The Blue Shell or the Bubble Flower.
From my perspective this is only an issue because the game is so much longer. The best fix is to make the game shorter. Second best is to give more access to stronger weapons earlier on. If not by obvious means, perhaps by means of bonus challenges. Adding custom powerups seems like a recipe for disaster.
ShadowStarX wrote:
The hidden secrets aspect can be fairly easily addressed I would say, as there is lots of potential for talking NPCs in bonus rooms, like how Fungi Town was like.
The talking NPC's in this aren't super good at being a reward because they're mostly just kinda unfunny. Just give invisible one-ups on some of the obvious ledges that players might try to reach, instant fix. some collectibles like star coins would also help. Retroville's behind-cave-section coin extravaganza seems like it wants to be a star coin spot.
I don't think I should monopolize this thread any further so if you want to discuss these things in more detail, shoot me a PM.