The Ancient Forest
Posted: Sun May 24, 2015 3:07 am
Hi,
I wanted to get into SMBX and this is the first real level I made aside from pure test levels. I didn't use many custom graphics yet, for this level I just wanted to learn to get the balancing for the level right.
I wanted to focus on finding the right balancing between having a nice small gimmick that affects gameplay a little bit, but still has some normal passages. This level is mainly about using Rosalinas' (Link) abilities correctly. In the first half of the level it mainly isn't neccessary to use them but it can be helpful, in the second half they are required. There are also thorn bushes that will hurt you, but can be destroyed with a normal attack. You have to work yourself through them but still be vary of the sniffits projectiles. Since it is a Rosalina only level it will may be a secret/bonus level in the end.
I hope the level - especially the last part - will feel intuitive, because that is what I have trouble judging as the designer. I designed it and know what to do, but I am not sure whether other people will react correctly fast enough.
screenshots:
download:
Only custom graphics from others I used is the grass tileset from airship.
I wanted to get into SMBX and this is the first real level I made aside from pure test levels. I didn't use many custom graphics yet, for this level I just wanted to learn to get the balancing for the level right.
I wanted to focus on finding the right balancing between having a nice small gimmick that affects gameplay a little bit, but still has some normal passages. This level is mainly about using Rosalinas' (Link) abilities correctly. In the first half of the level it mainly isn't neccessary to use them but it can be helpful, in the second half they are required. There are also thorn bushes that will hurt you, but can be destroyed with a normal attack. You have to work yourself through them but still be vary of the sniffits projectiles. Since it is a Rosalina only level it will may be a secret/bonus level in the end.
I hope the level - especially the last part - will feel intuitive, because that is what I have trouble judging as the designer. I designed it and know what to do, but I am not sure whether other people will react correctly fast enough.
screenshots:
Spoiler: show
Spoiler: show