Path of the Goomba - SMBX 2.0

Share your own SMBX levels and play others' too.

Moderator: Userbase Moderators

Taycamgame
Gold Yoshi Egg
Gold Yoshi Egg
Posts: 1483
Joined: Mon Jun 19, 2017 11:35 am
Flair: Stargard
Contact:

Path of the Goomba - SMBX 2.0

Postby Taycamgame » Sun Dec 24, 2017 12:24 pm

Download:
https://farlingayesuffolkschuk-my.share ... c098f8cc60
Screenshots:
Spoiler: show
ImageImageImage
This is a very easy level based around Goombas. Let's give them the love they deserve - by walking over them! Collect 2 Stars to gain access to the Tower.
Enjoy! (The download is on OneDrive, tell me if there are issues).
You will need to unzip the files to play.

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: Path of the Goomba - SMBX 2.0

Postby PixelPest » Sun Dec 24, 2017 2:35 pm

This was an interesting level. It was very short and didn't really gain much from the constant commentary throughout it that occurred after every 5 to 10-second section, disturbing the flow and honestly not adding very much to the level. In general the level was a little cluttered with background objects and coins (which just seemed to be clumped around in random places, and could have been used in moderation to lead the player on a certain path, over obstacles, etc.). The difficult curve was a little unusual and the hardest part of the level seemed to be closer to the beginning/middle, when it should build to most difficult near the end of the level. It also wasn't very challenging and the placement of a lot of the enemies was the same, providing mostly repetitive challenges. The terrain was varied nicely but seemed a little excessive in a few areas of the second section. Also be careful when mixing elements from different games (as they have different graphical styles), such as the combination of SMB3 and SMW assets in your level. Although they seemed to work for the most part, be careful when doing this in the future as sometimes it will not work (and it is often frowned upon by some when you could have used SMW goombas, coins, etc.). The last section of the level seemed really unnecessary and just a filler as it was about a 15-second climb with no obstacles, although for some reason you get a fire flower as well. I would omit this section and place the exit star at the end of the cave section. The music and background in the last section also didn't seem to fit very well.

Overall I'd score this level around a 3/10. It's very short, doesn't have much of a consistent progression in terms of the challenges it provides (very repetitive and short), and has a poor difficulty curve, as well as a significant amount of filler and flow disruptions. It also isn't very appealing aesthetically

Taycamgame
Gold Yoshi Egg
Gold Yoshi Egg
Posts: 1483
Joined: Mon Jun 19, 2017 11:35 am
Flair: Stargard
Contact:

Re: Path of the Goomba - SMBX 2.0

Postby Taycamgame » Sun Dec 24, 2017 4:39 pm

This level was sorta aimed at the beginners here on the forum, but yeah, I do suppose it could be more challenging / lengthy.
What sort of thing should I do with the main gimmick (the Goombas) to improve the level?

EDIT: Do you have any good levels that you could send me as a guideline? (I've already watched / read those level design tips btw.)

PixelPest
Link
Link
Posts: 7111
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Contact:

Re: Path of the Goomba - SMBX 2.0

Postby PixelPest » Sun Dec 24, 2017 7:18 pm

Have you taken a look at this thread?: viewtopic.php?f=69&t=19069

Namely the sections on four-step level design (general gimmick progression) and the SMW method of level design (which discusses evolutions of enemy placement and challenges).



This is as level I made to exemplify four-step level design. You can see multiple progressions throughout, starting with introducing the gimmick in a safe environment (jumping off of Yoshi to reach platforms). Throughout the level I later introduce grinders (also in a safe environment as an obstacle) and provide variations on those as well, such as by combining a grinder jump with a fall and jump challenge from earlier in the level. The number of guides (paths shown by coins) also decreases throughout the level to make the player have to think for themselves after they learn the gimmick and have had a chance to practice it. I use very fee different elements but set them up in a variety of challenging ways of increasing length and difficulty


Return to “Levels”

Who is online

Users browsing this forum: No registered users and 1 guest

SMWCentralTalkhausMario Fan Games GalaxyKafukaMarioWikiSMBXEquipoEstelari