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What do you look for in a mario game?
- Desmo360
- 02/06/2011 03:43 AM
- 1565 views
What do you look for in a mario game?
- What kinds of puzzles?
- How much difficulty?
- What things do you like the best?
- What things do you like the worst?
- How long should a level be?
All responses to these questions will help me make this game and future mario games even better!
- What kinds of puzzles?
- How much difficulty?
- What things do you like the best?
- What things do you like the worst?
- How long should a level be?
All responses to these questions will help me make this game and future mario games even better!
Posts
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i would go for creative level design. seeing the same level layout with possibly different blocks, colors, or whatever can get really boring really quick. as far as difficulty goes, it really depends. i expect the difficulty of the levels to vary some but only when it makes sense.
level 99 should be harder than level 1.
level 99 should be harder than level 1.
I always thought that the fan game "The Great Empire" was a perfect balance of difficulty for a SMBX game. And that game is fairly hard, honestly I don't like Mario games that are too easy, cause most people that are playing on the SMBX engine are not children.
- What kinds of puzzles?
I can't just name one kind of puzzle that you should stick to since we want variation. However I can name a few puzzles I don't want to see.
Puzzles which has the player backtrack a lot should he make a mistake should be kept at a minimum. There are some in Super Mario World ghost houses, but few or none outside of them. Even in ghost houses, if you have to backtrack it takes a short time to get into position for a new try.
If puzzles are in levels with multiple other obstacles, they shouldn't be very hard. If a player faces ten obstacles and they are so hard he has a 50% chance of passing each, the chance of passing all of them is less than 0,1%. Even if he gets better and can now pass them with a 75% chance, it's still less than 6% to pass all of them. You could have one hard puzzle along with other less hard obstacles, but then you should design the stage around that decision.
- How much difficulty?
Harder than Super Mario World of course. However, while I want to be challenged, I don't want to be frustrated. Since we all have a different level of skill and it's hard to define a quantity of difficulty in the first place, I can't really say "this hard". However, I can say this; the more time a player spent on a stage, the more likely said player is to wanna move on after beating it. For that reason, you may want to make the heavily exploration based stages a bit easier and the less explory stages harder.
Also, I don't want difficulty that the characters aren't designed to deal with. If you give me equipment for hunting tigers and want to challenge me, make me face an extra stealthy and tough tiger, not a swarm of killer bees.
I can't just name one kind of puzzle that you should stick to since we want variation. However I can name a few puzzles I don't want to see.
Puzzles which has the player backtrack a lot should he make a mistake should be kept at a minimum. There are some in Super Mario World ghost houses, but few or none outside of them. Even in ghost houses, if you have to backtrack it takes a short time to get into position for a new try.
If puzzles are in levels with multiple other obstacles, they shouldn't be very hard. If a player faces ten obstacles and they are so hard he has a 50% chance of passing each, the chance of passing all of them is less than 0,1%. Even if he gets better and can now pass them with a 75% chance, it's still less than 6% to pass all of them. You could have one hard puzzle along with other less hard obstacles, but then you should design the stage around that decision.
- How much difficulty?
Harder than Super Mario World of course. However, while I want to be challenged, I don't want to be frustrated. Since we all have a different level of skill and it's hard to define a quantity of difficulty in the first place, I can't really say "this hard". However, I can say this; the more time a player spent on a stage, the more likely said player is to wanna move on after beating it. For that reason, you may want to make the heavily exploration based stages a bit easier and the less explory stages harder.
Also, I don't want difficulty that the characters aren't designed to deal with. If you give me equipment for hunting tigers and want to challenge me, make me face an extra stealthy and tough tiger, not a swarm of killer bees.
author=Crystalgate
- How much difficulty?
Harder than Super Mario World of course.
Super Mario World was waaayyyy too easy... it almost reminded me of a kiddie game... Mario Bros 3 was better IMO.
author=Crystalgate
Puzzles which has the player backtrack a lot should he make a mistake should be kept at a minimum.
I don't think I've made this mistake yet, but I'll keep it in mind in future levels.
author=Crystalgate
If puzzles are in levels with multiple other obstacles, they shouldn't be very hard. If a player faces ten obstacles and they are so hard he has a 50% chance of passing each, the chance of passing all of them is less than 0,1%. Even if he gets better and can now pass them with a 75% chance, it's still less than 6% to pass all of them. You could have one hard puzzle along with other less hard obstacles, but then you should design the stage around that decision.
Most levels in this game keep the enemies to a minimum. (Maybe 1 or 2) This is because I want the focus of the game to be the puzzles! A player who's solved a puzzle should be able to pass without any extra obstacles. However, in lava land there are quite a few levels with only enemies. This is to give the player a break from the mind-racking puzzles.
author=Crystalgate
Harder than Super Mario World of course.
author=Ravenite1
Super Mario World was waaayyyy too easy... it almost reminded me of a kiddie game... Mario Bros 3 was better IMO.
I don't know how to respond to this comment. The difficulty of this game is a different kind of difficulty than Super Mario World. It all depends on how well you solve puzzles!
Thanks for the advice! It will help a lot!
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