Illusion castle

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cina1
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Illusion castle

Postby cina1 » Tue May 08, 2018 11:46 am

Hi, this is the second level I post I hope you like it.
Level.
https://www.mediafire.com/file/aq7l8emb ... castle.zip
Screenshot:
Image
Last edited by Kley on Tue May 08, 2018 11:12 pm, edited 1 time in total.

FireyPaperMario
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Re: Illusion castle

Postby FireyPaperMario » Tue May 08, 2018 12:16 pm

This level, no offense, looks very confusing to me. How can you tell what part of the background and what part is a platform you can walk on?!?

arcade999
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Re: Illusion castle

Postby arcade999 » Tue May 08, 2018 3:16 pm

MarioRPGExpert93 wrote:
Tue May 08, 2018 12:16 pm
This level, no offense, looks very confusing to me. How can you tell what part of the background and what part is a platform you can walk on?!?
I guess that's what ''illusion'' is for in the name of the level

Emral
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Re: Illusion castle

Postby Emral » Tue May 08, 2018 4:07 pm

Puzzles in this level:
-figuring out where to go
-thinking out of the box and taking risks

Information in message boxes in this level:
-enemies show you where to go
-taking risks might lead to rewards

That stuff would've been fun to actually find out by myself but these signs show that the level doesn't trust its players.
It's a shame cause this was actually less bad than I thought it would be. It's still awfully predictable, sometimes cheap and doesn't do much with its idea, but going into this I expected to become angry at the level and its gimmick which didn't happen, so that's something this level is doing much better than many other levels I see. And those are using much less risky gimmicks. Props to that. I gotta point out though that you forgot to set boss music. It might've also been neat to somehow incorporate the gimmick into the fight.

Overall a very harmless execution. I suggest you try out transforming your ideas further. For example: What if you added moving layers to the mix? Some solid, some not. Or you could incorporate more ways for enemies to telegraph the path. Hiding a Bowser Statue or a thwomp behind a wall or above a ceiling are ways in which you could expand on this. Point is, do more with your ideas! Then your ideas stay engaging for longer.
Last edited by Emral on Tue May 08, 2018 4:11 pm, edited 1 time in total.

cina1
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Re: Illusion castle

Postby cina1 » Tue May 08, 2018 4:10 pm

MarioRPGExpert93 wrote:
Tue May 08, 2018 12:16 pm
This level, no offense, looks very confusing to me. How can you tell what part of the background and what part is a platform you can walk on?!?
Nearby all solid platforms have enemies on them. Also, I forgot to say that (don't open the spoiler if you want to discover it for yourself):
Spoiler: show
There's a secret exit and some hidden 1ups

FireyPaperMario
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Re: Illusion castle

Postby FireyPaperMario » Tue May 08, 2018 4:19 pm

Okay... Thanks for the hint! ^^"

KateBulka
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Re: Illusion castle

Postby KateBulka » Sat May 12, 2018 4:32 am

Illusion Castle


So right now i played this level on SMBX2, now i will review it!
First thing to point out: the idea of the level was pretty cool. It was pretty original, and its the idea you don't see every day. But the realization of the idea is well, okay. I meant, thats not what i expected. It was cool, without problems, but it's realization is not what i expected. Otherwise, it was fun, but at some moments i almost ragequit.
(also that boom-boom bossfight is cancer, it was too hard for me)
Anyways, the idea of the level was cool, and the level was fun at other time (expect that bossfight). The only problem i would notice is the bossfight, and i would suggest nerfing bossfight. Also the realization is kinda problem to this level.
I recommend to play this level, since its original and not what you would see every day, and its fun in some moments.


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