Re: My very-first complete level: Piranha Jungle! (Feedback needed)
Posted: Sat Dec 26, 2020 8:53 pm
Your level is pretty good! Your setups, specifically introducing the piranha plants, are cool!
However, your setups maybe nice, but also take into consideration the spacing between your setups.
For example, the Piranha Plant behind a clear pipe. While it acts as a direct path for fireballs to kill the green Piranha Plant, it also risks the player if they go into the pipe mindlessly. The player can only see that green Piranha Plant one block before entering that pipe. Shorten the pipe so that it they can see the risk before entering the clear pipe. It's a cool concept, but you need to slightly alter on how to execute it so the players can appreciate your setup. Otherwise, they will notice how unfair the setup was, instead of how creative it is.
Don't hesitate to give your players space. You may easily finish your level because you know how to traverse your paths but your players are not.
The path to the last Star Coin is boring. Maybe you can setup Piranha Plants above so the players don't just run to the left. If you really want it to be empty before the goal, then add a trigger so obstacles will appear if players entered the section above. Or just put a pipe and put the last Star Coin in another section.
Dev exits aren't that necessary in SMBX as you can upload a level that is technically unbeatable anyways.
However, your setups maybe nice, but also take into consideration the spacing between your setups.
For example, the Piranha Plant behind a clear pipe. While it acts as a direct path for fireballs to kill the green Piranha Plant, it also risks the player if they go into the pipe mindlessly. The player can only see that green Piranha Plant one block before entering that pipe. Shorten the pipe so that it they can see the risk before entering the clear pipe. It's a cool concept, but you need to slightly alter on how to execute it so the players can appreciate your setup. Otherwise, they will notice how unfair the setup was, instead of how creative it is.
Don't hesitate to give your players space. You may easily finish your level because you know how to traverse your paths but your players are not.
The path to the last Star Coin is boring. Maybe you can setup Piranha Plants above so the players don't just run to the left. If you really want it to be empty before the goal, then add a trigger so obstacles will appear if players entered the section above. Or just put a pipe and put the last Star Coin in another section.
Dev exits aren't that necessary in SMBX as you can upload a level that is technically unbeatable anyways.