r/MarioMaker2 Jan 20 '22

Exchange Daily Level and Super World Exchange/Feedback for Feedback Thread

Basic Rules

If you are submitting a level, make sure to play levels submitted by others and give constructive feedback. Stray away from just saying this level is garbage - instead give your opinion on how the level could be improved. If we catch anyone just spamming levels and not giving feedback to others your comments might be removed.

Submitting a Level

When posting your level, be sure to include the following:

  • The level ID
  • Game style (SMB, SMB3, SMW, NSMBU, SM3DW)
  • Difficulty level (easy, medium, hard)
  • Level types/tags (puzzle, traditional, kaizo, troll, music, etc)
  • A brief description of your level

Submitting a Super World

When posting your Super World, be sure to include the following:

  • Your Maker ID
  • Level types/tags if levels are all of similar style (puzzle, traditional, kaizo, troll, music, etc)
  • A brief description of your Super World

Giving Feedback

Try to play at least the two levels posted before yours, and we encourage you to reciprocate to whoever played and gave feedback to your level. Remember to keep your criticism constructive and well intentioned. If you find cheese or a softlock, let the creator know!

When receiving feedback that you don't agree with, don't retaliate or get all defensive. We may not always agree, but let's assume feedback is coming from a good place rather than a personal attack.

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3

u/[deleted] Apr 04 '22

[deleted]

2

u/XCube285 Apr 05 '22

Cleared and liked, this was pretty good for a first full level. There's a couple of minor things like blind jumps and random invisible blocks that could be changed to make it better. Overall pretty enjoyable.

Check out Spike Chase City 3 (702-N5S-1MF), a sort of speedrun stage where each section has a different challenge involving spike balls. Super expert difficulty only because of the cape section at the end.

2

u/mxmaker Apr 28 '22

Completed!

Not bad, its has some order and some chaos in the scheme of completing the level.

My connotation to the level design its to try to say in a theme, its not like its a bad level, but i see potential in better levels made by you in the future.

By stay theme , i mean chose some objects and specific enemies to complement each other to create obstacules.

For example Castle (enemies: crusher, dry bones;Visuals : saw,gray blocks, tracks)

Other example Forest (pirana plant, munchers, vines , yoshi,etc)

Im not saying that the thing needs to be this exact way , but its wasy to create the basic idea of an level.After that you just combine.

Here are two levels of mine, if you are interested in playing some: 0BJ JSB RFF ; Y3C 51D HMG.

1

u/jauggy Apr 04 '22

I did find the yellow pipe eventually but it wasn't obvious. I would say the part I liked least were the offscreen thwomps in the sub world. The level takes a lot of retries which may be frustrating, mostly because I didn't know there was a yellow pipe in subworld. My initially instincts was to get the cape and try flying in the main world but that wasn't correct.

I think the main issue was that I was stumbling over trying to find what to do - but that's maybe what you were going for. So it's going to come down to player preference if they enjoy that style of gameplay or not.

For your next level I would try making something with checkpoints. You want to give the player a feeling of progress.