Time Rush In The Clouds! [SHORT LEVEL] (SMBX2)
As you maybe know, I've recently posted a Topic in the subforum LunaLua where I show off the "clock" mechanic. A user (Eclipsed) commented that this mechanic could be useful for a SMG/SM3DW styled time rush like the ones in those games and that inspired me to make one too!
Also, I tried to fix some bad decisions with my level designs I made on the last level (aka lack of BGOs, too many difficult NPCs at the start, lack of gpx etc.).
(Credits to BMATSANTOS for the clock coin gpx)
(Credits to Valtteri for the custom grass, dragon coin, note block, spiny and goal tape ((there is also a lakitu, but it went unused like other things because I didn't need it)))
Have fun!
Last edited by Floor_Kirby on Fri Jun 15, 2018 9:32 am, edited 2 times in total.
The level was alright, but I have some suggestions: make some wooden spikes move faster so it won't drag out gameplay too much and fix the climbing koopas, they are going up and down in very narrow spot and it's hard to get pass.
Hi Floor_Kirby, I played through your level and this is what I think:
- The music fits the atmosphere quite well, but it stops playing when I'm fighting the boss for some reason...
- Not a lot of custom graphics used but that in itself is not bad. I also liked the short cutscene of Mario/Luigi walking to the front castle door and entering.
- In several spots, the wooden spikes were going through the tileset and it looked broken. Please double-check them.
- Speaking of those spikes, some sections were quite difficult to pass without taking any damage. Especially that part with the 4 spikes from the ground and the Grinder at the top (after the second grey pipe in the top left corner of the main chamber). I'd recommend getting rid of that Grinder and possibly making it 3 spikes instead of 4. Might be a good idea to make the spikes move a tad faster as well because it felt boring having to wait for them, especially in that blue switch room.
- Something invisible killed me right before the second grey pipe (after the Piranha plant). Not sure what it is as I could jump on it but I took damage when I touched it on its side.
- It would've been good to receive a power-up right after the checkpoint.
- Some of the enemies were placed in tricky spots, for example that first Hammer Bro. I'd get rid of it and would replace it with an easier enemy if I were you.
Overall, this level isn't bad at all considering it's your very first one. It does feel a bit bland though so adding a few more puzzles to it would've made it more fun and interesting. You might need to add a more backgrounds too in order to add to the ambience. I'd give this level 6/10
The level was alright, but I have some suggestions: make some wooden spikes move faster so it won't drag out gameplay too much and fix the climbing koopas, they are going up and down in very narrow spot and it's hard to get pass.
Shadow_Flame wrote:
Hi Floor_Kirby, I played through your level and this is what I think:
- The music fits the atmosphere quite well, but it stops playing when I'm fighting the boss for some reason...
- Not a lot of custom graphics used but that in itself is not bad. I also liked the short cutscene of Mario/Luigi walking to the front castle door and entering.
- In several spots, the wooden spikes were going through the tileset and it looked broken. Please double-check them.
- Speaking of those spikes, some sections were quite difficult to pass without taking any damage. Especially that part with the 4 spikes from the ground and the Grinder at the top (after the second grey pipe in the top left corner of the main chamber). I'd recommend getting rid of that Grinder and possibly making it 3 spikes instead of 4. Might be a good idea to make the spikes move a tad faster as well because it felt boring having to wait for them, especially in that blue switch room.
- Something invisible killed me right before the second grey pipe (after the Piranha plant). Not sure what it is as I could jump on it but I took damage when I touched it on its side.
- It would've been good to receive a power-up right after the checkpoint.
- Some of the enemies were placed in tricky spots, for example that first Hammer Bro. I'd get rid of it and would replace it with an easier enemy if I were you.
Overall, this level isn't bad at all considering it's your very first one. It does feel a bit bland though so adding a few more puzzles to it would've made it more fun and interesting. You might need to add a more backgrounds too in order to add to the ambience. I'd give this level 6/10
Thanks for your opinions, I understood everything and this are really helpful for me and my level design, and I'll try to fix this problems in the future!
(btw, Shadow_Flame, i think the invisible thing that killed you was a Swooper, idk why it was invisible thought. Also, It's weird that there isn't music in the boss fight, because I checked in the level and the custom music file is there and the music is set in custom, so idk what happend)
Okay so i played this level (With luigi, since mario was broken. huh) and im ready to give my opinion about this level:
First thing i want to say is well, this level was quite impressive for your first level. There were cutscenes, which would be hard to make for a first level.
Anyways, as i said, Some custom graphics (Mario and bombomb) seem'd to be broken, so i had to play with Luigi. Hopefully you'll fix it.
There were some flaws, such as this one:
idk if this can count as one, but:
Also:
The level felt a bit bland. Theres almost no bgos in this level, which made it feel bland. The Music choice was perfect, nothing to say about it. Level was pretty original and impressive for a first level. I meant, the cutscenes, the custom graphics and usage of npc text files made it pretty impressive for a first level, in total.
Okay so i played this level (With luigi, since mario was broken. huh) and im ready to give my opinion about this level:
First thing i want to say is well, this level was quite impressive for your first level. There were cutscenes, which would be hard to make for a first level.
Anyways, as i said, Some custom graphics (Mario and bombomb) seem'd to be broken, so i had to play with Luigi. Hopefully you'll fix it.
There were some flaws, such as this one:
idk if this can count as one, but:
Also:
The level felt a bit bland. Theres almost no bgos in this level, which made it feel bland. The Music choice was perfect, nothing to say about it. Level was pretty original and impressive for a first level. I meant, the cutscenes, the custom graphics and usage of npc text files made it pretty impressive for a first level, in total.
Thanks for your review! But I have to ask, what do you mean by "broken"? Can you please PM me some screenshots so I can see the problem, because it seems like nobody else had that problem.
Hi! This is my second level ever and this time it's a short level!
As you maybe know, I've recently posted a Topic in the subforum LunaLua where I show off the "clock" mechanic. A user (Eclipsed) commented that this mechanic could be useful for a SMG/SM3DW styled time rush like the ones in those games and that inspired me to make one too!
Also, I tried to fix some bad decisions with my level designs I made on the last level (aka lack of BGOs, too many difficult NPCs at the start, lack of gpx etc.).
Now have fun and comment your thoughts and what should i improve about this level and my level design's skills
(Credits to BMATSANTOS for the clock coin gpx)
(Credits to Valtteri for the custom grass, dragon coin, note block, spiny and goal tape ((there is also a lakitu, but it went unused like other things because I didn't need it)))
Firstly, the NPC placement is overall decent although rather standard.
Dragon coin placement is alright. Dragon coin #3 & #5 were the better ones as they provided a small optional challenge and go well with the timer gimmick.
On the timer itself, while I think it's quite neat it is the most disappointing part of the level. The timer doesn't affect the level that much as the player can safely ignore it. Considering the level is suppose to be a time rush level, the player shouldn't be able to casually stroll and beat the level with plenty of time left (as well as collect all the dragon coins while strolling).
One way to fix this is to decrease the initial time of the level so the player has that sense of urgency. Alternatively, you could decrease the amount of timer coins in the level, (note that there are 12 timer coins and the player only needs to collect 1 to beat the level).
On to aesthetics, the level's graphics were fine, although the music could have been the faster variation when time's running out.
Overall, I enjoyed the level quite a bit, but with some improvements to the timer it could be a lot better. Score would be 7/10.
I'll probably make a video playthrough of this level if you don't mind.