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Re: Hatsune Blake's Level Showcase

Posted: Thu Jun 25, 2020 12:42 pm
by Blake Izayoi
Enjl wrote:
Thu Jun 25, 2020 10:56 am
You could... move the warp further left so that there's basically double time for the player to react. Or is there some important reason why the exit is in the middle of the room and not on the opposite sit of the arena from the boss?
Good idea, will update the level to do this! I'll edit this post when the update is live.

Update:
Forest Fortress has now been updated to have a more proper entrance to the boss room, hopefully preventing cheap shots. Cheers!

Re: Hatsune Blake's Level Showcase

Posted: Fri Jun 26, 2020 12:20 pm
by Blake Izayoi
Another level has been added to the post, this time a SMW themed forest / jungle level! Have fun! <3

Re: Hatsune Blake's Level Showcase

Posted: Fri Jul 03, 2020 3:56 am
by WildW
About the unfair boss fight, you could also probably set up an event that spawns the boss one second after you get into the room if you want to keep the door in the middle. Maybe it would also be nice to add an indicator for where the boss will appear when it does if you decide to do this.

Edit: I see you already fixed it, didn't see the edit on your post

Re: Hatsune Blake's Level Showcase

Posted: Sat Jul 04, 2020 1:26 pm
by Blake Izayoi
Another day, another new level, this time a sequel to Skydaku! All you SMW lovers should like this level. Have fun, and remember to drop any feedback here so I can improve as a level creator! Thank you. <3

Re: Hatsune Blake's Level Showcase

Posted: Sun Jul 05, 2020 1:19 am
by Bullet51
The 1st player's starting point in Skydaku 2 is misplaced:

Image

Re: Hatsune Blake's Level Showcase

Posted: Sun Jul 05, 2020 2:29 pm
by Blake Izayoi
Bullet51 wrote:
Sun Jul 05, 2020 1:19 am
The 1st player's starting point in Skydaku 2 is misplaced:

Image
Thank you so much for pointing this out! I've patched the level so it has the correct spawn now. Cheers!!

Re: Hatsune Blake's Level Showcase

Posted: Sat Aug 29, 2020 11:31 am
by Blake Izayoi
A new level named Sky Castle has been uploaded and released! I hope that you consider trying it.

Re: Hatsune Blake's Level Showcase

Posted: Sat Aug 29, 2020 1:38 pm
by Emral
Pretty neat. Few things I noticed:
- Elements don't get a proper introduction (ball n chain, snake block). I think the section's elements could've been re-ordered a little to introduce some safer setups at the start
- Level sometimes feels like 2 levels competing for attention. The long, unsafe sections interspersed with short, safer sections (generally good for reprieve, but they feel a bit disconnected). Mixing thwomps into the former and automatic snake blocks into the latter could've lent both more variety while mixing them better, and would've allowed some of the shorter sections to be closer to the rest of the level in terms of feel. The part where the block moves below a shorter section was a cool twist.
- With this music, I expected the outside to be a bit more dramatic looking, or at least nighttime
- the exclamation marks during the boss fight don't warn the player of the location where the boss spawns. easily fixed by moving the boss onto the spikes.
- at times i found the path of the blocks to be a bit odd or unpredictable. I wonder if making the redirectors visible would have a positive impact on that, and if that would also have allowed for more intricate paths.
- podoboos sadly fall victim to level amnesia, appearing briefly near the start and then only once later, with none in the second half due to the sky-high setting, making the second half easier.
- i think the concept of automatic snake blocks was definitely worth exploring more. there are plenty of single-block sections to the point where you seem to spread the variety of ball n chain setups out very thinly. i think the 2nd half could've played more with variation in how the snake blocks move. if you're not interested in more automatic snake chains, consider this: when you step on a snake block, all on-screen snake blocks of that ID activate, which could lead to a section where you have to keep track of multiple at the same time.

don't let this feedback distract from the "pretty neat". i think generally the level was good, just at times struggling to piece itself together.

Re: Hatsune Blake's Level Showcase

Posted: Sat Aug 29, 2020 7:18 pm
by Blake Izayoi
Enjl wrote:
Sat Aug 29, 2020 1:38 pm
Pretty neat. Few things I noticed:
- Elements don't get a proper introduction (ball n chain, snake block). I think the section's elements could've been re-ordered a little to introduce some safer setups at the start
Hmm, so perhaps just a Snake Block over a small pit where you can jump out of if you fall down, and perhaps I could've introduced the Ball n' Chain on it's own instead of alongside the Snake Block.
Enjl wrote:
Sat Aug 29, 2020 1:38 pm
- Level sometimes feels like 2 levels competing for attention. The long, unsafe sections interspersed with short, safer sections (generally good for reprieve, but they feel a bit disconnected). Mixing thwomps into the former and automatic snake blocks into the latter could've lent both more variety while mixing them better, and would've allowed some of the shorter sections to be closer to the rest of the level in terms of feel. The part where the block moves below a shorter section was a cool twist.
Noted! I did want to try and mix Thwomps with Snake Blocks, but I honestly couldn't really think of a good set-up for them, so I'm leaving that idea for a potential sequel to this level, hopefully by then I'll have a good idea on how to make a good Snake Block + Thwomp & Thwimp set-up.
Enjl wrote:
Sat Aug 29, 2020 1:38 pm
- With this music, I expected the outside to be a bit more dramatic looking, or at least nighttime
Noted, in the future when I choose a music of this style, I'll do a recolour of the background(s) to make it night time.
Enjl wrote:
Sat Aug 29, 2020 1:38 pm
- the exclamation marks during the boss fight don't warn the player of the location where the boss spawns. easily fixed by moving the boss onto the spikes.
Spoiler: show
Image
There actually is! There's a fourth exclamation mark on the right side of the boss arena, although I can understand how some players might potentially miss that. I'll update the level and move Ludwig onto the spikes for easier communication.
Enjl wrote:
Sat Aug 29, 2020 1:38 pm
- at times i found the path of the blocks to be a bit odd or unpredictable. I wonder if making the redirectors visible would have a positive impact on that, and if that would also have allowed for more intricate paths.
"Odd" and "unpredictable" is honestly what I was going for, you need to be paying attention to the Snake Blocks properly in order to maneuver yourself accordingly. The unpredictable path of the Snake Blocks is actually why the 2nd section of the level has a 7-block Snake path instead of a 5-block Snake path like in the first part of the level.
I can understand that an unpredictable path wouldn't be enjoyed by all players, and I know it was easier for me as I'm the one who placed the redirectors, so I had a bit of a sense where it was going.
Enjl wrote:
Sat Aug 29, 2020 1:38 pm
- podoboos sadly fall victim to level amnesia, appearing briefly near the start and then only once later, with none in the second half due to the sky-high setting, making the second half easier.
I honestly couldn't think of a good way to implement Podoboos into the sky section, because lava would look pretty unnatural floating in the sky. I think a recoloured Podoboo that looks like an angry cloud would've worked in the sky, because it would've fit in with the setting. I'll perhaps implement this idea into a future level.
Enjl wrote:
Sat Aug 29, 2020 1:38 pm
- i think the concept of automatic snake blocks was definitely worth exploring more. there are plenty of single-block sections to the point where you seem to spread the variety of ball n chain setups out very thinly. i think the 2nd half could've played more with variation in how the snake blocks move. if you're not interested in more automatic snake chains, consider this: when you step on a snake block, all on-screen snake blocks of that ID activate, which could lead to a section where you have to keep track of multiple at the same time.
I honestly didn't know that all Snake Blocks on screen activated at once as long as they have the same ID! This is really good info, I'll be sure to put this to use in the future when making a level that utilizes Snake Blocks.
Also with the feedback about exploring the concept of the Snake Blocks more, I'll take note of that!
Enjl wrote:
Sat Aug 29, 2020 1:38 pm
don't let this feedback distract from the "pretty neat". i think generally the level was good, just at times struggling to piece itself together.
I'm glad you thought the level was good! With your feedback I'll be able to perhaps make a level that goes beyond "pretty neat" and into "very neat". Thanks for taking the time to write out detailed feedback, I appreciate it very much!

Re: Hatsune Blake's Level Showcase

Posted: Sun Aug 30, 2020 12:36 am
by Emral
Hatsune Blake wrote:
Sat Aug 29, 2020 7:18 pm
I choose a music of this style, I'll do a recolour of the background(s) to make it night time
Of course it's always "your mileage may vary" with these things, and I'm sure there are official levels where I've felt a similar disconnect, but dark and ominous music calls for a bit of a foreboding setting. Infact on my second run only did I notice that the BG in the first half shows daytime clouds. The castle structures themselves also do a very good job at setting up that feeling. Perhaps an alternative solution would be large castle pillars in the sky BG.
Hatsune Blake wrote:
Sat Aug 29, 2020 7:18 pm
There actually is!
Ah! I've been tricked!
Hatsune Blake wrote:
Sat Aug 29, 2020 7:18 pm
I honestly couldn't think of a good way to implement Podoboos into the sky section
Potentially using the player filter blocks and diagonal podoboos could have worked.
Hatsune Blake wrote:
Sat Aug 29, 2020 7:18 pm
and perhaps I could've introduced the Ball n' Chain on it's own instead of alongside the Snake Block.
Funnily enough, you have something of a ball n chain introduction right after the first snake block ride. Swapping those areas around and adding a ledge to be scaled using a revolving snake block should do fine.

Re: Hatsune Blake's Level Showcase

Posted: Sat Dec 26, 2020 6:06 pm
by Blake Izayoi
A new level is up, called Desert at Dusk! It's a desert themed level that's a mix of classic SMB3 action & a "choose your own adventure" style. I hope you enjoy the level, and as always feedback is welcome.

Re: Hatsune Blake's Level Showcase

Posted: Mon Dec 28, 2020 5:42 pm
by Blake Izayoi
Sorry for bumping again so soon, but another new level is out, called Frosting Field! It's most likely my hardest level to date. I hope you enjoy it. Any feedback is very appreciated.

Re: Hatsune Blake's Level Showcase

Posted: Tue Dec 29, 2020 3:34 pm
by MrDoubleA
Good levels, both of them!

Re: Hatsune Blake's Level Showcase

Posted: Wed Dec 30, 2020 4:30 pm
by smoke40
i like frosting field, the progressing difficulty and gimmicks are nice and especially the latter half is really fun and intense, took me a few tries but not unbeatably difficult. desert at dusk i didn't like as much, it wasn't as memorable and the npc usage wasn't as great in my opinion. or maybe i just have a bias for snow levels lol.

Re: Hatsune Blake's Level Showcase

Posted: Fri Apr 09, 2021 11:02 am
by Blake Izayoi
Finally, another level! It's not much, but please enjoy "Swamp Problem"! It's a SMW themed swamp level.

Re: Hatsune Blake's Level Showcase

Posted: Sat Apr 10, 2021 7:46 am
by Sonya Sanchez
Hello, I made two Videos showcasing two levels from you :)
Spoiler: show




Re: Hatsune Blake's Level Showcase

Posted: Sat Apr 10, 2021 7:49 am
by Blake Izayoi
Idunn wrote:
Sat Apr 10, 2021 7:46 am
Hello, I made two Videos showcasing two levels from you :)
Spoiler: show



Thank you very much! It's appreciated. I'm going to add them to the main post, hopefully you don't mind!

Re: Hatsune Blake's Level Showcase

Posted: Sat Apr 10, 2021 7:54 am
by Sonya Sanchez
Hatsune Blake wrote:
Sat Apr 10, 2021 7:49 am
Idunn wrote:
Sat Apr 10, 2021 7:46 am
Hello, I made two Videos showcasing two levels from you :)
Spoiler: show



Thank you very much! It's appreciated. I'm going to add them to the main post, hopefully, you don't mind!
Nah I don't mind at all, add them if you like to do so.

Re: Hatsune Blake's Level Showcase

Posted: Sat Apr 17, 2021 7:33 pm
by SuperAlex
Review of Swamp Problem
Wow but what a good theme at this level. Hatzune You excelled, this level is based on such a complicated swamp so I played as Toad I did a speedrun of between 1:30 to 2 minutes and without collecting 1up mushrooms it can be a challenge.
Reviews:
-> The Big Bertha must be SMW style, well, you must look for it in Deviantart SMM Big Bertha and color.
-> If I played it again I see that when you shoot the enemy with fireballs, coins come out.
-> It is a true remake of SMW.
-> I could need those codes for my project, keep it up.

Score:
Design: 8/10 [Big Berthas and Green Swamp Style]
Aesthetics: 6/10 [Another section using star coins]
Gameplay: 20/20 [Little fun but like the duration of an SMW level]
Originality: 8/10 [Forest Parallax]

Re: Hatsune Blake's Level Showcase

Posted: Sun Apr 18, 2021 4:13 am
by Blake Izayoi
SuperAlex wrote:
Sat Apr 17, 2021 7:33 pm
Review of Swamp Problem
Wow but what a good theme at this level. Hatzune You excelled, this level is based on such a complicated swamp so I played as Toad I did a speedrun of between 1:30 to 2 minutes and without collecting 1up mushrooms it can be a challenge.
Reviews:
-> The Big Bertha must be SMW style, well, you must look for it in Deviantart SMM Big Bertha and color.
-> If I played it again I see that when you shoot the enemy with fireballs, coins come out.
-> It is a true remake of SMW.
-> I could need those codes for my project, keep it up.

Score:
Design: 8/10 [Big Berthas and Green Swamp Style]
Aesthetics: 6/10 [Another section using star coins]
Gameplay: 20/20 [Little fun but like the duration of an SMW level]
Originality: 8/10 [Forest Parallax]
I'm very happy you enjoyed my level! Thank you for playing it.