ISRIERI'S PROFILE
-Mysterious forum member since 2012
-Occasionally appears
-Has yet to make an RPG
-Occasionally appears
-Has yet to make an RPG
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If you could turn an animal into a weapon.. what would it be?
Koala Bombs.
You throw a bomb that looks like a koala head. It explodes into a bunch of koalas that grab onto people's heads and blind them.
You throw a bomb that looks like a koala head. It explodes into a bunch of koalas that grab onto people's heads and blind them.
What would you name a final fantasy game if they weren't called final fantasy and had to stand on their own?
What are you thinking about right now?
author=GreatRedSpirit
The Great Palance in Zelda 2 and Ganon's Tower in LttP are the best Zelda endgames and it's disappointing that most other Zeldas go out on a wet fart.
The last fight with Ganon in Wind Waker almost made up for the final dungeon being just whatever. I would love to see a final dungeon on the scale of The Great Palace in any game.
author=Puddor
I mean, I could have his ass.
or his gun(blade)
yo kentona, did you know this existed?
Winterruption
I have a blue towel that is the same colour as Ernest's cloak and sometimes, after I shower, I like to wrap it around my shoulders and pretend I'm an RTP hero.
Winterruption
I am also in favor of an extra week.
I'm also in favor of free plates of chocolate chip cookies. That might be pushing my luck though.
I'm also in favor of free plates of chocolate chip cookies. That might be pushing my luck though.
Stage List
I didn't try to get all the flowers as I played. I tried to focus on how each stage was structured, and just did a quick run-through of each with my first impressions. I may have missed a few. Not bad for two days! I was sad I couldn't find much to comment about on many.
But personally, with the huge number of stages we already have? We are WELL PREPARED enough to just hack off any uncompleted stages and get the game going after polishing our own up. For real. How long has it been? Nearly a year? Half a year? I've forgotten. Any placeholder levels are probably not gonna be picked up at this point. We're all too busy these days, I think.
I'm not in charge though so I'll let you guys be the judge of it.
But personally, with the huge number of stages we already have? We are WELL PREPARED enough to just hack off any uncompleted stages and get the game going after polishing our own up. For real. How long has it been? Nearly a year? Half a year? I've forgotten. Any placeholder levels are probably not gonna be picked up at this point. We're all too busy these days, I think.
I'm not in charge though so I'll let you guys be the judge of it.
Stage List
A-G
A Cheesy Level
-Creative use of quicksand! I wonder why holding down makes you jump higher? Beats me.
-This may seem like a weird nitpick, but I feel as though the terrain and background should be a stronger yellow color. Everything is faded out a bit so although I know its cheese it doesn't feel like cheese.
-This would probably be a good tileset to reuse for a moon level.
-Since I had Yoshi, I grabbed a koopa shell and set it racing down the end stretch where Mouser appeared and had it wreck his face, which was beautiful and fun. This is World 9 I think? Good job!
Abandoned Factory
-I got through this in only 2 tries? How's that possible?
-I'm a little antsy about the conveyer belt section with the poison mushrooms + amps might be a bit much for most people to take. I think you did a good job handling the difficulty there but that doesn't mean its not really hard. If hali thinks its fine I'm good with it too.
-All the other sections were tough but fair. I really liked all the secrets you put in this stage. I also found the hammer suit first try. Yay for me. Surprised (relieved more like) there was no boss.
Autumn Lake
-Not too much a fan of this one. It didn't really feel like a lake, y'know?
Barrel Volcano
-Also a pretty good level! My main beef here is that the volcano climb feels tedious. You've got a toad that tells me its coming in pretty clear terms, and then its easy to outrun the thing (not that outrunning it is bad mind you). But the platforms are what suck – the way they're laid out you need running momentum to leap to the next one, which kills the pacing. I would put in some floating bridges or something so that Mario can leap from platform to platform quickly by tapping the button rather than having to run.
-Also, if you want the midpoint before the climb, make it a bit more daring than just panzer bros! I'd recommend putting in some brick obstructions that players have to break through with some goombas on the top. Its a lot simpler than dodging fire, plus you can kill the enemies above the bricks. It also gives players some more urgency since its a timed section. You can have panzers too but put them later on, maybe. And not as many.
-My only other suggestion is that the level layout blurs together a bit because its all one color. I'm mainly talking about the lava-fall at the beginning, where its a bit hard to see you're first time through.
-I thought the lava rising and falling took a long time. But that's just me.
Big Blooper Basin
-I don't have much to say about this one. Simple, straightforward, and relaxing.
-We probably need a sign that tells players a level is a No Turning Back type?
Bill Bouncing In Billowy Brumes
-The music's nice! Where's it from?
-I jumped off the checkpoint ledge to my death more than once because I was itching to get back to the spot where I died. That section with the floating trampolines might need to be rethought a bit so players can have a safer place to land and collect their bearings.
-Also, why do the trampolines float?! This isn't a real issue but, aren't they supposed to be mushroom platforms with a stalk?
-There's a goomba that nails you once you do that first bullet jump after the checkpoint which is a little cheap and should be removed. Also, that whole section can't really be done at all until Lakitu is killed, which is tricky to do. Its not like players can't do it, but what is he adding to the stage by being there? Just extra deaths that don't need to happen.
-The checkpoint is, like, right before the end. Why? Is it because of Lakitu? Maybe he should go.
-Also two things – the first is that although I knew there was going to be bullet jumping from the beginning, you can do most of the level without needing to as long as you have a yoshi or leaf. My main concern is that someone won't know that they're supposed to bullet jump, because that first one at the beginning is really tight and tricky to do.
-The second thing is that the final bullet jump before the end calls on players to let the bullet go before them, and then they run and catch up with it. You may not think that's 'advanced tactics' but it kind of is. Folks don't normally think to do that. Again, these aren't really issues that detract from the level, but the might piss players off and you should keep it in mind.
Blaarg's Lava Lair
-This level was disappointing! I thought there were going to be more puzzles involving the rock where you had to ride it over spikes or lava or whatever! Instead you just use it to break crates and rocks! Maaan!
-The level has a problem towards the end: Before the boss door you have that little corridor of enemies and rocks and the fun part of my brain said “Yes! I get to use the rock and mow everything down like in Yoshi's Island!” and then the rock bounced back into my face and killed me. Not only is that a let down, having to go back and get another rock three times is really tedious. Unless there's a way to make that one boulder destroy all that stuff without it bouncing back you should re-design all that.
-The boss has two phases and I have some problems with that: The first phase is all well and good but 1: Yoshi is pretty vial for it. If you lose him he'll go running to the back of the cavern and leave you vulnerable for a bit. I dunno if that's intentional to have him gone for so long, or if you could just put a wall back there so he turns around sooner. Up to you there. The rock the egg-flower is on is too low, imo. I get that you're supposed to go up to the top to avoid some of the attacks, but my instincts tell me to stay low, and try to duck between the fireballs. Going up higher makes you MORE vulnerable. Why not make these into platforms you can jump through so you don't feel as cramped?
-The second phase is not only cool as heck, its also mother brain which makes it terrible. The problem with this phase is the stupid rocks. You can only use one at a time, so you have to hit it 10 times to win. That sucks. Its horrible. Its terrible. The last phase was tricky enough. I recommend putting in a way to spit out fireballs rapid-fire at him with Yoshi for a quick win. That, or have veggies in the ground near the center you can pelt him with.
The boss appearing before the boss door was a nice touch, and all your enemy placement is really good. I just wish there were more creative puzzles with the rock. That would make this level go from good to great.
Boom Boom Bastille
-The bullet room is kind of a pain in the ass if you're trying to take it slow, because of the cramped ceilings and the lava, the bullets have you pinned down really good and keeping yoshi is difficult. I was gonna suggest that you replace the lava with munchers but its also one of the few places where you CAN lose your yoshi and I-don't-really-know-man.
-I didn't make this realization until the last room, but it seems Yoshi can bounce on B.B's spikes. Huh. Cool. Yoshi really makes the whole stage kind of effortless then.
-I don't get this level. I mean, its not a bad level but I didn't have any fun with it. B.B fights in succession have never been a thrilling concept. Although the individual fights you made were all cool.
Boss Factory
-Nope. This isn't gonna work. Not this version anyway.
-I kept dying over and over and had to keep doing the same bosses again. The problem with levels that make you do a boss rush is that its extremely boring, immediately upon your failure. They always have been this way. I complained already about there being two phases of the boss in Blaargh's Lava Lair, so it should be clear that having to do them all is not okay.
-The level itself is also mostly unfun and tedious because the level doesn't feel like its 'present' if you catch my meaning. You run past some of it, have to wait for statues and cannons to stack up for a good bit, and wait for thwomps to come down, or for hammer bros to not start stacking up and making your forward progress completely impossible.
-I imagine that you're already working with halibabica to fix this up. If it were me, I'd say scrap it and try again. But just listen to him and you'll probably get it up to snuff.
Burny Burny Cave
-Uhhhhhhhh
-What did halibabica say for this level? I'm just gonna say “Do what he suggested.” But I will leave you with two comments:
-There's somewhat of a flaw with the yoshi transport, that being that you don't actually need to use it. You can just ride Yoshi the whole way.
-FLOATING SPIKES LOOK AWFUL.
-I did enjoy how creative you were with the basic graphics set. It looks terrible...but I can tell you tried hard to make something interesting, and it made me smile a bit. I've definitely played worse.
Burt the Unabashed's Fort
-I like what you did with the buckets. Burt was also cool. Good boss.
-Don't you think that you could stick some shy guys walking on the bridge above the first flower? I figured out what I had to do on my second playthrough of the stage, but I mean, lets be nice to players in World 1.
-My one complaint is that the spark section before the key was unnecessarily cramped and kind of boring.
-Otherwise good. A fine fortress.
Carps Against Humanity
-I read the title as “Grievances Against Humanity.” that kind of carping. You had the opportunity to make a DOUBLE pun with this and FAILED. That's why you lost Best Level Title.
-Anyhoo. Bit silly innit?
Crazy Mine Madness
-This one wasn't particularly interesting, but it was inoffensive and a nice little romp. Good fit for W4 I think.
-Maybe we should come up with a new genre for this type of stage. Lets call it an “adventure level.” Yeah. This was an adventure level.
-It also reminded me of Shovel Knight for some reason.
Chemical Compound
-SIGN ME UP. I LOVE THIS STUFF.
-This stage is hard and challenging in all the best ways. I loved it. The music feels weird cuz its not at the original song's tempo, but whatever.
-I wish I could do good rail sequences like this one.
-I do wish that the water only hurt you and wasn't instant death. And there's a way to do that – by putting invisible, stationary goombas down there. But I don't know if they'll move up and down. That's only a nitpick though.
-Great job!
Chilly Tunnel
-Y'know what? I kinda like it. It comes in, says what it wants to say. And leaves. Passing grade.
-But you do realize – you haven't set your exit pipe in the bonus room to allow items through?
-I dare you to change the music to Hard Times
Colonel Cryos Calvary
-Hey its that freezie ghost. Why does he look so cute here?
-I like this stage! The scrolling really makes you pick and choose your rewards.
How do you get the last flower though? Bullet jump? I couldn't figure out a good angle, even after putting the key on the freezie pipe.
-I beat the boss guy but there was no ending. Also I accidentally skipped his dialogue. The pause before it made me think there wasn't gonna be any so I just fireballed him.
Colorful Playground
-Wonderful! This made me feel happy.
-The flower right before the midpoint wants you to just run off the ledge, but this is World 1 right? That's a bit tricky since anyone playing this might not know to do it. Put some coins on the ledge trailing down off it, to encourage them to run off instead of trying to jump. You don't want players getting frustrated in this stage, for sure.
-The ? Sign is an excellent indicator that something's down there, but they usually say something. You don't have to, but consider just writing in “Yo, hit that block” or something.
-I think it says a lot about me that I was unconsciously avoiding the butterflies; probably because I thought they were piranha plant fireballs.
Cumulus Crest Nimbus
-Hey its that song!
-You can get rid of that bullet hell nonsense at the end. Ideally you should end the level right after RMN, but you need a spot to put in that last flower. Try to rework everything after the RMN to be a bit less bullets & goombas, and something more interesting like the second flower. Then move the RMN to the end to put a nice signature on the stage. And to be clear, its not like the bullet hell isn't doable I just think something more interesting can be done instead of shooting bullets at our players.
-I would also move the midpoint to right after the falling goombas. The piranha plants aren't TOO tricky but they can catch you off guard.
Debilitating Depths
-Not bad, this one. For a water level. MAN I wish Mario swam faster.
-Your flowers are all hidden very well, but I actually think you'd be better off getting rid of the coin arrows around the red switch. When they turn into blocks, they can get in the way of getting all of them.
-Why does ice you shoot from the ice flower float, but the ice from a yoshi does not?!
-Its a bit packed with enemies in some parts. I'm mostly thinking of some of those goomba spawners. We need koopas to open the ice blocks, but the goombas are overkill, a little bit. Anything that spawns in the underwater section that isn't a koopa, you can safely get rid of. This is only World 5, remember!
-I didn't have any trouble with the other sections, but if halibabica recommends any changes be sure to heed them. Aside from that, I don't have much else to offer. Everything is solid.
-I'm conflicted because this stage is NOT good enough to deserve a Shovel Knight track. But its also probably one of the things that won me over to the stage.
Doom Dunes
-There aren't really a ton of blocks in this stage are there? No ? Blocks, or bricks, or p-switches, or cool things for players to find. You run through it and that's about it. This is passable but it could be much better.
-The flower down in the quicksand shouldn't be down there. There's nothing secret or clever about the way its placed, its just in quicksand, and its a pain in the butt to get, and only that.
Donut Fall
-Yeah. Its good. I like it. There's nothing wrong with it. It is A-Okay.
-Still I can't help but feel like something's missing. The level needs some more character, something to give it identity. I don't know what though.
Fire & Brimstone
-At the first yoshi block, there's a koopa that hops up onto the block. Which is annoying. Just get rid of him.
-Just before that where the two roto-discs are, I don't think you need a koopa there either. He's just in the way and not contributing much.
-I went into the lava room and was like “NOOPE.” and never went in there again. A room filled with instant death does not need roto-discs or podoboos. Consider taking them out and making the portion beneath the flower solid. The rest of the level is hard enough!
-Other than that I don't have much to complain about. Its a very hard level, especially the long drop, but nothing unreasonable. I liked the last flower. Also the flame shooters were awesome, I gotta remember to use that idea later.
Fiery Flumes
-*thumbs up*
Forgotten Dunes
-Uhhhhhhhhh
-I'm running into a slew of levels where I don't have much to say. I mean, I dunno man.
-Its...it could be better. Its run of the mill. Middle of the road. A little underwhelming. I don't know what else to tell you.
-I couldn't tell you how to improve on it either. This is weird. Usually with these SMBX events the levels were either fantastic or horrible, and I always had a lot to say. But for this game its just kinda....huh.
Frostbite Valley
-Here's a tip: Right at the beginning there's a hole with ramps on either side of it. When you have terrain like that it suggests that the ramp will keep going down and you can stand in the hole. You need to put something down there for players to stand on, just make the whole thing solid ground, or get rid of the slopes. Any parts of the level with instances like that should also have clearly defined edges for pits.
-Also, the slide that sends you through the checkpoint was fun, but you can't send players into a pit! They won't think to grab the vines on their first go, they'll be holding Down the whole time! Put some ground below the vine to catch them.
Aside from that, this isn't too shabby of a level, but there's just lots of weird design choices, like having the second flower up in a little cubbyhole of ice that gives you an option to drop back down, but any player would just go back the way they came in!
-For any future levels you make, I would recommend against putting ice physics on snowy wood or snowy grass, anything like that. Have the ice blocks be what's slippery, because having EVERYTHING be slick can get annoying due to how SMBX's ice physics work (it slows you down).
-That 1-Up was pretty tricky to get! Very nice.
Frosty Cavern
-Section 2 has a bit where you need to be big, and have a flower, to continue up the way with the two springs. If you don't have those things you're screwed. This is a no-no.
-The rest of it seems okay. I blew through the first section in no time by running through all of it. Which I think was the idea? It was nice. Beautiful scenery.
-I imagine halibabica is working with you on this. So take his suggestions and implement them. They'd probably align with what I'd have to say.
Fungal Forest
-That first flower, I think should be moved elsewhere. Its kind of just hanging out down there first thing and it seems at once too obvious and not that interesting as the rest of the flowers in the stage. You should also move it because you give players a yoshi, and then a juicy red koopa floating at just the right height to eat him while in mid jump. Realizing that you just ate the only way to get the first flower KILLS the stage's momentum and is a terrible start to the stage.
-The doesn't quite feel like a fungal forest because there's not enough tree foliage! I would have the treeline continue, even out over some of the pits (you don't need to have trees sticking out everywhere) and maybe differently sized mushrooms here and there to make things more interesting for the eye. Look to seiromem's Giga Funklen to see what I mean.
-That's all, really. Its fine otherwise.
Future Shock
-It'll no doubt make you proud to hear it took me six or so tries to beat this! Those fish are well placed!
-I love everything about this. If anything, I wish you had utilized another instance of your moving cannon. A sadistic part of me wishes that instead of firing a big cannon, instead if shoots out a fast stream of 7, with a 2 second rest. But now I'm just talking crazy.
-Well done, sir! Challenging, but extremely fair. And it doesn't assault your senses with bullet hell shenanigans.
General Fly Guy's Air Force
-My first thought was that I would really like some ammunition to deal with all these missile maxes. But then I realized, wait! They're red koopas!
-So okay, you're not too badly off as long as you have Yoshi, but the platforming is kind of wonky since upside-down bullet cannons are timed to fire as soon as they appear onscreen. Which is a little cheap – sometimes they'll hit you while you're in mid-jump. And the combination of missiles and bullets that you have to deal with if you lose yoshi can get a little hectic.
-I would say probably remove the bullet platforms and replace all that with something else, its a little boring when its just them by themselves. But at the same time, if you just made those regular platforms, and then focused on the missiles coming at you, that might be fine enough on its own. It's World 6, I'd ask for halibabica's opinion on that one.
-I do know that the flower you have to fly under the ship for is asking too much. Don't get me wrong, I like the idea. But its far too demanding for an autoscrolling level when you've got such little space down there to fly under and no guarantee of hanging onto a yoshi in such a projectile filled stage. I would raise that ship up higher, or have it be a smaller ship that you need to fly underneath to grab the flower for. Plus having the bombs coming down on the box with the flower in it is a bit of a dick move.
-The inside of the ship is ehhhh....not fun. Get rid of it. Connect Section 1 to 3, move the checkpoint, and make section 3 a little longer (only one or two hammer bros max and don't have a ton of gunfire everywhere).
-I like the idea behind the boss a lot. Its a pretty creative use of layers. But we've got some problems: First is that if yoshi has a missile in his mouth and gets hit, he'll drop it and an invisible shell will bounce around everywhere. That's unacceptable, work with halibabica and come up with a solution for that, even if its just the missile sprite rotating 360 degrees, that would at least be funny.
-Next is that General Guy is a mother brain resprite. Don't you think we could make him a birdo resprite instead? Or a piranha plant that goes up and down? Or something? As long as its an npc that won't throw hammers or take more than 3 hits, I'm fine with it. Bosses should always be short, intense, and sweet. And if the HP were lowered, this boss would qualify.
-There's a glitch that causes general guy to teleport back to his start position if he flies too far away. I'd make a smaller arena to fight him in so that won't happen. I know its disappointing that you can't be all Ace Pilot and dogfight him like you probably intended, but we don't want your boss or your stage to look like its barely functioning.
-My only other suggestion is to switch the location of the bullet cannons with the missile cannons. I did that and things were a lot less of a pain.
Oh. And maybe make the pipe that yoshi comes out of into a vase instead. And put it closer to the pipe where you start. OH! And another thing – losing yoshi is a huge pain in the butt. Why not just close off the deck so he can't fall in the holes? So much less of a hassle.
Ghost Coast
-Goddamn these friggin' summer blockbusters and their stupid beach party horror movie cliché drivel!
-But no, I liked this one. The ships all had their own unique quirks, and the sand really meshes well with a nighttime backdrop.
-Here's a suggestion though! Consider adding a fun slide down a big hill as an opener for the second section.
-I'm not afraid to admit that each time the level gave me a yoshi, I lost each less than a second after I got one.
Giga Funklen
-Great stage! It was a lot of fun pelting everything with food. I think the forest world is gonna be a lot of players' favorites.
-Just one thing: That last flower is CRAZY hard to get. It borders on unfair. Get rid of the two grass sizeables, and the pipe. Then, add one pillar like the one beneath the flower to the end of the left edge. Give it a one space wide gap. That way players can run across the gap and make the jump a little more easily, and still be a little nervous when they have to jump back.
Green Thumb
-Oh my god this is the cutest thing.
-Maybe add one or two more water boxes to the stretch just before the checkpoint, to add more layers of mushrooms or maybe a few other surprises! This is a short and sweet level, and a couple more easter eggs wouldn't be unwelcome.
-It might be the version of SMBX I'm using, but the miniboss music triggered twice. Once when you walked in, and the next time when you hit the block. Make sure it triggers when you hit the block, only.
-Great! Creative! Fun! Easily in the Top 3 stages of the game!
Grumbly Goomba Causeway
-The flower placement here is pretty meh. Especially that last once. You want people to fall down to it and then swim all the way back? That's not classy at all.
The level feels pretty plain and its missing a lot of meat. I did like how you got the first flower at the start, but all the rest feel like a taller kid teasing a short kid with the lunchbox he stole from him.
-Having Lakitu is fine, but you cannot have him and have those noteblocks up so high. Players are going to have to knock him out to procede. I'm not saying they can't do that, but the general assumption whenever you bust out Lakitu should be that players aren't gonna other dealing with him. They're just gonna ignore him and try to run. So I'd lower those note blocks, Mr.
-Actually what I'd do is get rid of the note blocks and put something else there. Like a dock, some wood, a pier, a bridge. I dunno. Something more interesting than floating note blocks please.
-I wouldn't call this a level per-se. Its more like an interlude. Something to put between worlds.
H-S
Hillside Streams
-Very simple. I liked the waterfalls and the way you hid the last flower.
-Some of the slopes in your hills can be a bit dangerous to slide down. One took me straight into a pit (the one with the coin trail). SMBX has wonky physics and players won't always slide the same way every time. Try to extend your platforms there or add some kind of safety net so they don't die due to the game's bugginess.
-I would say, since this is World 1 and we want to go easy on players, round off the top of the loop, where the last flower is. Put some right-side up grass blocks there to give people a small subtle clue that you can go over it. Its not immediately obvious and most people will try to look for a pipe or door.
-Try not to have enemy enemies on the first screen at all. You don't need those koopas or goombas. They aren't contributing anything, just get rid of them. World 1 needs to be safe, for the most part. To that end, maybe not so many fish in the water too. I had no trouble with them, but beginners might.
Jungle Rumble
-Its those little vegetable dudes! Oh man!
-That's a nice little boat you got there. Floating on the super-polluted waters of the amazon.
-I'm getting too old for this.
Lakitu Rampage
-I was expecting the worst. But no, this is actually a pretty nice Lakitu level! It also is really fun to fly through it with Blue Yoshi, so is probably the most successful blue yoshi stage I've played yet.
-Unfortunately there's a bug. Something wrong happened to Airship 2, and it started LURCHING all over the stage for some reason. I couldn't figure out why, and couldn't complete the stage (I mean, I had blue yoshi but if I didn't I'd be stuck). I was right at the end, too, so I'm gonna call a mulligan on it.
Mushroom Underground
-Solitayre if there is such a thing as 'framing' in regards to making a stage, I think you and I have a similar eye. Looks great. No issues.
-This is the fourth-odd stage that reminds me of Mario Land.
Mushroom Samba
-Here's 1-1. You're looking at it folks.
-Dunno why, but I feel this would be a good stage for some kind of gag or easter egg. Like kirby floating past on the wind gripping his umbrella. Or maybe a flock of toasters. God, I'm old.
Mushroom Steppes
-My main gripe is that there's a good couple of places where you can jump down from a platform high up, and accidentally have some enemies blind-side you because you misjudged where they were going to show up or because they moved a little differently than the last attempt. I'd keep an eye out for instances like those and try to minimize them in the stage.
-Otherwise it....wasn't bad. It was okay. Breaking all those bricks with shells was the highlight!
Naval Piranha's Bog
-Fix the start position. The level put me right in front of the boss.
Interesting tidbit – I froze a fish right underneath one of the piranaha arms in section 2 and wombo-combo'd it.
-Section 2's end pipe enables two way travel, so since I got bounced off the first pipe and into the water, I just went down the exit pipe and triggered the green switch that way.
-The stage was nice and pleasant in all respects, and the boss is well-executed and SHOULD be a lot of fun, but: Why do you give a yoshi and then I can't eat the pollen things? I can't even freeze them! What's the point?! Also, can we please have vegetables that sprout much much faster during a mother brain fight? I upped the generator to 2.5 seconds and that made things much more fun.
Nighttime Oasis
It came, it went, it was. Nothing much to say here.
Piranha Plant Pond
-I didn't really like this one. Far too much death. I cleared it without too much trouble but, its just a water level with things that kill you. Not the most thrilling.
Piranha Plant Valley
-Excellent! I loved the look and feel of the stage.
-One of your koopa spawners has them coming from the wrong direction. Its after the checkpoint.
-The only thing I can think to suggest is maybe add some leaves or foilage on the top of the stage to make it feel more like a forest. Give it some bushes or more embellishment. But that's about it. Fine work.
Perlious Pipe Depot
-This is my pick for Best Level Title (barring my own level naturally). Its fitting, somehow inspires intrigue, makes you want to play the level, and is kind of hilariously on-point.
-I love this stage so much. Its very well constructed and designed. All the difficulty and traps are deliberate and thought out. Those flowers are hard to get, man. But its world 8 so its okay.
-The boss takes way too long though. I like the boss; its creative. But man, speed up that timer! You nearly gotta wait a minute before your shell reloads! It shouldn't take longer than 8 to 12 seconds tops. Make it happen.
-Also, dunno about the floor disappearing. It would help if the bricks were a color other than red, or if they were made from yellow bricks. At first I didn't realize that there was a floor down there at all! Then the floor got taken away and I died to the spikes anyway. I felt like the rug got pulled out from under me in a bad way.
Radiant Rainbow Road
-Why are there cannons in the rainbow level?
-WHY are there cannons in the RAINBOW level!? That's not conducive to a rainbow-themed environment!
-Like at least make them rainbow cannons. Have the bullets flash in strobe effects or something. But no we're not getting over this. The whole idea of these sorts of stages is that the act as a happy final act to a game. I imagine this is slated for World 9, and that's where those kinds of quirky levels should go. Ideally there would be some kind of cool gimmick for your rainbow stage; maybe some coin grabbing or using a baseball bat themed powerup to knock enemies into the sky where they sail into space and become stars. That kind of quirky gimmickry. This is just a basic stage with cannons in it. And its not a bad stage by any means. I don't really have too much negative to say about it, but its just not quite keeping in theme with what I think the intended emotional beat a rainbow themed space level is supposed to deliver. If you're going to make this type of stage, then it ought to either serve as an introduction to your special world or act as the final stage of it, rounding up the good feelings of the game and try to make you feel them all over again. Like a reward for all the pain of the final world, know what I'm saying? That's the only reason I'm nitpicking so hard over this. Its not imperative though, its not like Funky was a jaw-dropping musical number.
-Right at the level's end there are some coins that if you try to collect them, drop you down into an abyss. I don't know why there's an abyss down there when there's plenty of stage to do stuff with or make a fun little puzzle to get that last flower. That would be my one niggle that needs to be fixed/changed. I thought there might have been a P-switch involved somewhere but it doesn't appear to be that way in the editor.
-HALI WHY ARE THERE CANNONS IN THE RAINBOW LEVEL?!?
Rockin Roll Ridge
-Very nice! Quite wonderful! *golf clap*
-Although, I don't know how you get to the second flower without flying.
-On the bridge with the rexes, I was a little confused as to why there were rocks rolling over spikes, and yet they just led to the other side and not to some powerup or other kind of goodie. At first I thought it would be a warp pipe but then I found the REAL warp pipe and was like “Oh.”
-Well done! Strong Mario Land memories here. I always sucked at that level.
Searing Skull Stepping
-Move the first buzzy beetle to the left by one block, por favor. If only so I can jump on it without fail each and every time the level starts. And possibly a coin trail that goes along the arc of that jump off the beetle?
-Otherwise, nothing bad to say! It was good. Skull raft stages are, for some reason, a tradition.
-Those dang bats kept hitting me, like, every dang time. Entirely my fault.
Serenade Forest
-It says a lot that I can download all of these levels, not looking at any of the authors, and still tell who made this one.
-The lilypads in the water – If you set them to “ON” they will float in the water as soon as they come onscreen, instead of having to jump on them. It would make them seem like they're really floating there. To me, anyway.
-I didn't really like any of the piranha plants, but everything else was nice. You chose some good colors for this stage.
Serenity Jungle
-You've got enough of a stage here I can comment on it! This looks to be really beautiful and I can't wait to see what you do with it. I'm a little worried its gonna just shape up to be a Giga Funklen part 2, though.
-Just bear in mind that traditionally, World 9 stages don't mean “Harder than World 8.” its tempting to do that, but these levels should be relaxing and make players happy instead of testing their skills. All of those volcano lotus' can probably get chucked.
Sherbert Summit
-Ooookay. I don't like this for a couple of reasons: 1) Its too slow. 2) Its too slow. 3) I'm the impatient type. 4) Roto-discs. 5) You only need the rockets for 1/8th of the stage.
-Most of the level you can go through at your own pace, but for two short bits, you have no choice other than bring in a leaf with you (there should be more leaves in the stage, and the first powerup shouldn't just be a mushroom), or wait for the rocket to catch up with you. Riding it can be an option if you want to take a bathroom break.
Sinister Crypt
-Cool level! The boss gives me pause.
-I don't appreciate that spikes appear on the first row. I intuited that I needed to go down there to continue fighting, but then spikes appeared from nowhere and hurt me. Why do they have to appear at all? The platform can just disappear and surprise those who didn't stay on the side.
-The fourth phase is a bit much, considering the checkpoint isn't right before the boss. I'd scrap that part and end things at the third bridge. Either that, or just have the first bridge bring you straight down to the fourth phase. One or the other.
-Don't have that wall push players who get the leaf keep on going. Have it stop after a certain point.
Slip n' Snow
-There's far too many koopas on the hills, and floating over the pits just after. Green ones are probably not the best choice for the hills, and red not the best for the pits.
-Oh wait a second this stage is really short.....umm...
-I wasn't really feeling this one. I dunno.
Super Penguin Bros
-The flying penguins are my favorite. That's priceless.
-This is gonna seem weird, but I feel as though the penguin shells shouldn't hurt you. There's no reason to change this, but the penguins just look so doofy while they're spinning around I can't even conceive of them being harmful.
Switch Swap Swamp
-*thumbs up*
T-Z
Tall Tops Forest
-Its okay.
Tempest Valley
-Not a bad stage at all but it left me a bit conflicted? The music is awesome but it doesn't quite fit here. You're constantly having to hit the P-switch and listening to BWOP-DO-DOOO-BWA-BOOP-DA-BOP-DOOP. So we never get more than the first 5 to 10 seconds of your track.
-I love your gimmick with the p-switch but I think that instead of just appearing, they ought to come out of the sides of the hill, or be part of the bridges and then extend out, y'know?
-The first P-switch should belay some sort of indicator that it triggered the platforms. At first I thought they were just part of the stage. You've got all that empty space up in the air, put some dirt or cliffs up there and have a bridge extend above that first pipe that lets you get some goodies or what have you. Then when they move forward and hit the wall, players can go “I must need that p-switch!” and when they hit it and the way forward shows itself they'll think they figured something out.
The Grand Pyramid
-This is gonna sound weird, because although this was a very fine and well constructed desert level, it wasn't my cup of tea. Mazes and me tend not to mix, and I never really liked the desert world from Mario 3 that much.
-That said, this was an excellent level for the kind of scavenger hunt gameplay we're trying to encourage by finding the flowers. I appreciate that there weren't enemies all over the place. And having those switches drain out the sand was a wonderful touch.
-My recommendation would be to add some more polish to what you have to make it all the sweeter. For instance put a sound effect to the sand draining out to make it sound like sand. Also maybe add more static backgrounds, like ruined brick walls, some big pillars that go up to the ceiling, things like that. Try to give each 'room' of the pyramid some kind of feature to make it stand out against the others and give easily lost players more landmarks to find their bearings.
-Also consider adding another powerup. You have exactly two in the whole stage and another one isn't NEEDED but would be appreciated.
-That's about all the advice I can give here. This was great!
The Yoshi Relay Race
-Urrrgh. Is one of those two player shindigs? Maaaaan, screw two-player mode.
-Unless the idea is just that its Mario getting to use all the yoshis in one level.
-If the idea is that its just a race across all the different worlds, then I think there should be far fewer enemies everywhere, and more obstacles or obstructions that players have to get over or around by bonking their heads on things, hitting switches, or trying to get a shell to cooperate with them. Its requires a bit more effort than just laying out a grassy plain or a mountain range to run through, but it would make a cooler level. Ideally each Yoshi's unique powers or themes should come into play in their section in a way that doesn't involve simply killing a bunch of baddies.
-Its impossible to do this without Lua code in the new SMBX Beta, but an on-screen clock would REALLY REALLY be helpful here.
-If you're doing all the worlds. That's a lot of them. And I can already tell you each section is way way too long. Limit yourself to a set number of screens per section (six or eight), and stay within that number so that you can stick to a consistent time on the clock, and the level has better pacing. Nothing is more frustrating than making it really far only to die to something dumb. Remember! Whenever there is a timer involved, even if a player won't get killed for timing out, they're gonna be hauling it to the end every time.
-If you're gonna go through with this concept and stage, you are REQUIRED to use this song somewhere.
Tokotoko Desert
-Looks like we're going for another Mario land type thing here. Gobi Desert music; much love.
-Y'know what this level needs?! The Angry Sun. If ever there was a level for him its this one. See if someone can set you up with an Angry Sun sprite for a homing koopa that can move through walls and npcs.
-Other than that, I wish your bonus room was a little more developed. Its okay as it is but it feels half-assed. Try to make it a little snazzier. Add some walls or what have you. Maybe try to spruce the level up with some broken pillars or ruins or something.
Trails in the Sky
-Okay I have a legit suggestion this time! The sky felt a bit empty to me. I don't really know how you could add visual flair that makes sense without adding some rocky bits on the ceiling or mushroom sizeables that extend up from the ground, though.
-Also, and this is gonna be a weird nitpick, but my personal instincts never want to land on the clouds. I always stubbornly insist “I'm not gonna run out of blue shell juice that fast” and then end just missing a cliff or cloud. I thought about why that was, and then figured that it has to do with pacing. If there were enemies I could bounce on to renew yoshi's flight, that would count as still being in the air without technically 'landing' anywhere. I guess it speaks to my arcade-gamer roots. I want to rack up those combos.
-This was another nice stage though. A classy touch would be to have the birds drag along a string of dancing coins behind them, like Ratty did with Big Blooper Basin. Although you've already got such a long coin trail, I don't think people would be tempted to go after them.
Volcano Lotus Valley
-I like the look of this one. Very bold colors and simple level design. But I think we run into that problem where the designer forgets people can just spin jump on the lava lotuses. If you just move quickly you have zero problems. -Alternatively though, if you let them get that first shot off, then you're in a world of problems. I'm thinking mostly of that last jump, with the plant on that one platform that forces you to spin jump onto. Either that or make a scary precise jump. I dunno how to feel about it.
A Cheesy Level
-Creative use of quicksand! I wonder why holding down makes you jump higher? Beats me.
-This may seem like a weird nitpick, but I feel as though the terrain and background should be a stronger yellow color. Everything is faded out a bit so although I know its cheese it doesn't feel like cheese.
-This would probably be a good tileset to reuse for a moon level.
-Since I had Yoshi, I grabbed a koopa shell and set it racing down the end stretch where Mouser appeared and had it wreck his face, which was beautiful and fun. This is World 9 I think? Good job!
Abandoned Factory
-I got through this in only 2 tries? How's that possible?
-I'm a little antsy about the conveyer belt section with the poison mushrooms + amps might be a bit much for most people to take. I think you did a good job handling the difficulty there but that doesn't mean its not really hard. If hali thinks its fine I'm good with it too.
-All the other sections were tough but fair. I really liked all the secrets you put in this stage. I also found the hammer suit first try. Yay for me. Surprised (relieved more like) there was no boss.
Autumn Lake
-Not too much a fan of this one. It didn't really feel like a lake, y'know?
Barrel Volcano
-Also a pretty good level! My main beef here is that the volcano climb feels tedious. You've got a toad that tells me its coming in pretty clear terms, and then its easy to outrun the thing (not that outrunning it is bad mind you). But the platforms are what suck – the way they're laid out you need running momentum to leap to the next one, which kills the pacing. I would put in some floating bridges or something so that Mario can leap from platform to platform quickly by tapping the button rather than having to run.
-Also, if you want the midpoint before the climb, make it a bit more daring than just panzer bros! I'd recommend putting in some brick obstructions that players have to break through with some goombas on the top. Its a lot simpler than dodging fire, plus you can kill the enemies above the bricks. It also gives players some more urgency since its a timed section. You can have panzers too but put them later on, maybe. And not as many.
-My only other suggestion is that the level layout blurs together a bit because its all one color. I'm mainly talking about the lava-fall at the beginning, where its a bit hard to see you're first time through.
-I thought the lava rising and falling took a long time. But that's just me.
Big Blooper Basin
-I don't have much to say about this one. Simple, straightforward, and relaxing.
-We probably need a sign that tells players a level is a No Turning Back type?
Bill Bouncing In Billowy Brumes
-The music's nice! Where's it from?
-I jumped off the checkpoint ledge to my death more than once because I was itching to get back to the spot where I died. That section with the floating trampolines might need to be rethought a bit so players can have a safer place to land and collect their bearings.
-Also, why do the trampolines float?! This isn't a real issue but, aren't they supposed to be mushroom platforms with a stalk?
-There's a goomba that nails you once you do that first bullet jump after the checkpoint which is a little cheap and should be removed. Also, that whole section can't really be done at all until Lakitu is killed, which is tricky to do. Its not like players can't do it, but what is he adding to the stage by being there? Just extra deaths that don't need to happen.
-The checkpoint is, like, right before the end. Why? Is it because of Lakitu? Maybe he should go.
-Also two things – the first is that although I knew there was going to be bullet jumping from the beginning, you can do most of the level without needing to as long as you have a yoshi or leaf. My main concern is that someone won't know that they're supposed to bullet jump, because that first one at the beginning is really tight and tricky to do.
-The second thing is that the final bullet jump before the end calls on players to let the bullet go before them, and then they run and catch up with it. You may not think that's 'advanced tactics' but it kind of is. Folks don't normally think to do that. Again, these aren't really issues that detract from the level, but the might piss players off and you should keep it in mind.
Blaarg's Lava Lair
-This level was disappointing! I thought there were going to be more puzzles involving the rock where you had to ride it over spikes or lava or whatever! Instead you just use it to break crates and rocks! Maaan!
-The level has a problem towards the end: Before the boss door you have that little corridor of enemies and rocks and the fun part of my brain said “Yes! I get to use the rock and mow everything down like in Yoshi's Island!” and then the rock bounced back into my face and killed me. Not only is that a let down, having to go back and get another rock three times is really tedious. Unless there's a way to make that one boulder destroy all that stuff without it bouncing back you should re-design all that.
-The boss has two phases and I have some problems with that: The first phase is all well and good but 1: Yoshi is pretty vial for it. If you lose him he'll go running to the back of the cavern and leave you vulnerable for a bit. I dunno if that's intentional to have him gone for so long, or if you could just put a wall back there so he turns around sooner. Up to you there. The rock the egg-flower is on is too low, imo. I get that you're supposed to go up to the top to avoid some of the attacks, but my instincts tell me to stay low, and try to duck between the fireballs. Going up higher makes you MORE vulnerable. Why not make these into platforms you can jump through so you don't feel as cramped?
-The second phase is not only cool as heck, its also mother brain which makes it terrible. The problem with this phase is the stupid rocks. You can only use one at a time, so you have to hit it 10 times to win. That sucks. Its horrible. Its terrible. The last phase was tricky enough. I recommend putting in a way to spit out fireballs rapid-fire at him with Yoshi for a quick win. That, or have veggies in the ground near the center you can pelt him with.
The boss appearing before the boss door was a nice touch, and all your enemy placement is really good. I just wish there were more creative puzzles with the rock. That would make this level go from good to great.
Boom Boom Bastille
-The bullet room is kind of a pain in the ass if you're trying to take it slow, because of the cramped ceilings and the lava, the bullets have you pinned down really good and keeping yoshi is difficult. I was gonna suggest that you replace the lava with munchers but its also one of the few places where you CAN lose your yoshi and I-don't-really-know-man.
-I didn't make this realization until the last room, but it seems Yoshi can bounce on B.B's spikes. Huh. Cool. Yoshi really makes the whole stage kind of effortless then.
-I don't get this level. I mean, its not a bad level but I didn't have any fun with it. B.B fights in succession have never been a thrilling concept. Although the individual fights you made were all cool.
Boss Factory
-Nope. This isn't gonna work. Not this version anyway.
-I kept dying over and over and had to keep doing the same bosses again. The problem with levels that make you do a boss rush is that its extremely boring, immediately upon your failure. They always have been this way. I complained already about there being two phases of the boss in Blaargh's Lava Lair, so it should be clear that having to do them all is not okay.
-The level itself is also mostly unfun and tedious because the level doesn't feel like its 'present' if you catch my meaning. You run past some of it, have to wait for statues and cannons to stack up for a good bit, and wait for thwomps to come down, or for hammer bros to not start stacking up and making your forward progress completely impossible.
-I imagine that you're already working with halibabica to fix this up. If it were me, I'd say scrap it and try again. But just listen to him and you'll probably get it up to snuff.
Burny Burny Cave
-Uhhhhhhhh
-What did halibabica say for this level? I'm just gonna say “Do what he suggested.” But I will leave you with two comments:
-There's somewhat of a flaw with the yoshi transport, that being that you don't actually need to use it. You can just ride Yoshi the whole way.
-FLOATING SPIKES LOOK AWFUL.
-I did enjoy how creative you were with the basic graphics set. It looks terrible...but I can tell you tried hard to make something interesting, and it made me smile a bit. I've definitely played worse.
Burt the Unabashed's Fort
-I like what you did with the buckets. Burt was also cool. Good boss.
-Don't you think that you could stick some shy guys walking on the bridge above the first flower? I figured out what I had to do on my second playthrough of the stage, but I mean, lets be nice to players in World 1.
-My one complaint is that the spark section before the key was unnecessarily cramped and kind of boring.
-Otherwise good. A fine fortress.
Carps Against Humanity
-I read the title as “Grievances Against Humanity.” that kind of carping. You had the opportunity to make a DOUBLE pun with this and FAILED. That's why you lost Best Level Title.
-Anyhoo. Bit silly innit?
Crazy Mine Madness
-This one wasn't particularly interesting, but it was inoffensive and a nice little romp. Good fit for W4 I think.
-Maybe we should come up with a new genre for this type of stage. Lets call it an “adventure level.” Yeah. This was an adventure level.
-It also reminded me of Shovel Knight for some reason.
Chemical Compound
-SIGN ME UP. I LOVE THIS STUFF.
-This stage is hard and challenging in all the best ways. I loved it. The music feels weird cuz its not at the original song's tempo, but whatever.
-I wish I could do good rail sequences like this one.
-I do wish that the water only hurt you and wasn't instant death. And there's a way to do that – by putting invisible, stationary goombas down there. But I don't know if they'll move up and down. That's only a nitpick though.
-Great job!
Chilly Tunnel
-Y'know what? I kinda like it. It comes in, says what it wants to say. And leaves. Passing grade.
-But you do realize – you haven't set your exit pipe in the bonus room to allow items through?
-I dare you to change the music to Hard Times
Colonel Cryos Calvary
-Hey its that freezie ghost. Why does he look so cute here?
-I like this stage! The scrolling really makes you pick and choose your rewards.
How do you get the last flower though? Bullet jump? I couldn't figure out a good angle, even after putting the key on the freezie pipe.
-I beat the boss guy but there was no ending. Also I accidentally skipped his dialogue. The pause before it made me think there wasn't gonna be any so I just fireballed him.
Colorful Playground
-Wonderful! This made me feel happy.
-The flower right before the midpoint wants you to just run off the ledge, but this is World 1 right? That's a bit tricky since anyone playing this might not know to do it. Put some coins on the ledge trailing down off it, to encourage them to run off instead of trying to jump. You don't want players getting frustrated in this stage, for sure.
-The ? Sign is an excellent indicator that something's down there, but they usually say something. You don't have to, but consider just writing in “Yo, hit that block” or something.
-I think it says a lot about me that I was unconsciously avoiding the butterflies; probably because I thought they were piranha plant fireballs.
Cumulus Crest Nimbus
-Hey its that song!
-You can get rid of that bullet hell nonsense at the end. Ideally you should end the level right after RMN, but you need a spot to put in that last flower. Try to rework everything after the RMN to be a bit less bullets & goombas, and something more interesting like the second flower. Then move the RMN to the end to put a nice signature on the stage. And to be clear, its not like the bullet hell isn't doable I just think something more interesting can be done instead of shooting bullets at our players.
-I would also move the midpoint to right after the falling goombas. The piranha plants aren't TOO tricky but they can catch you off guard.
Debilitating Depths
-Not bad, this one. For a water level. MAN I wish Mario swam faster.
-Your flowers are all hidden very well, but I actually think you'd be better off getting rid of the coin arrows around the red switch. When they turn into blocks, they can get in the way of getting all of them.
-Why does ice you shoot from the ice flower float, but the ice from a yoshi does not?!
-Its a bit packed with enemies in some parts. I'm mostly thinking of some of those goomba spawners. We need koopas to open the ice blocks, but the goombas are overkill, a little bit. Anything that spawns in the underwater section that isn't a koopa, you can safely get rid of. This is only World 5, remember!
-I didn't have any trouble with the other sections, but if halibabica recommends any changes be sure to heed them. Aside from that, I don't have much else to offer. Everything is solid.
-I'm conflicted because this stage is NOT good enough to deserve a Shovel Knight track. But its also probably one of the things that won me over to the stage.
Doom Dunes
-There aren't really a ton of blocks in this stage are there? No ? Blocks, or bricks, or p-switches, or cool things for players to find. You run through it and that's about it. This is passable but it could be much better.
-The flower down in the quicksand shouldn't be down there. There's nothing secret or clever about the way its placed, its just in quicksand, and its a pain in the butt to get, and only that.
Donut Fall
-Yeah. Its good. I like it. There's nothing wrong with it. It is A-Okay.
-Still I can't help but feel like something's missing. The level needs some more character, something to give it identity. I don't know what though.
Fire & Brimstone
-At the first yoshi block, there's a koopa that hops up onto the block. Which is annoying. Just get rid of him.
-Just before that where the two roto-discs are, I don't think you need a koopa there either. He's just in the way and not contributing much.
-I went into the lava room and was like “NOOPE.” and never went in there again. A room filled with instant death does not need roto-discs or podoboos. Consider taking them out and making the portion beneath the flower solid. The rest of the level is hard enough!
-Other than that I don't have much to complain about. Its a very hard level, especially the long drop, but nothing unreasonable. I liked the last flower. Also the flame shooters were awesome, I gotta remember to use that idea later.
Fiery Flumes
-*thumbs up*
Forgotten Dunes
-Uhhhhhhhhh
-I'm running into a slew of levels where I don't have much to say. I mean, I dunno man.
-Its...it could be better. Its run of the mill. Middle of the road. A little underwhelming. I don't know what else to tell you.
-I couldn't tell you how to improve on it either. This is weird. Usually with these SMBX events the levels were either fantastic or horrible, and I always had a lot to say. But for this game its just kinda....huh.
Frostbite Valley
-Here's a tip: Right at the beginning there's a hole with ramps on either side of it. When you have terrain like that it suggests that the ramp will keep going down and you can stand in the hole. You need to put something down there for players to stand on, just make the whole thing solid ground, or get rid of the slopes. Any parts of the level with instances like that should also have clearly defined edges for pits.
-Also, the slide that sends you through the checkpoint was fun, but you can't send players into a pit! They won't think to grab the vines on their first go, they'll be holding Down the whole time! Put some ground below the vine to catch them.
Aside from that, this isn't too shabby of a level, but there's just lots of weird design choices, like having the second flower up in a little cubbyhole of ice that gives you an option to drop back down, but any player would just go back the way they came in!
-For any future levels you make, I would recommend against putting ice physics on snowy wood or snowy grass, anything like that. Have the ice blocks be what's slippery, because having EVERYTHING be slick can get annoying due to how SMBX's ice physics work (it slows you down).
-That 1-Up was pretty tricky to get! Very nice.
Frosty Cavern
-Section 2 has a bit where you need to be big, and have a flower, to continue up the way with the two springs. If you don't have those things you're screwed. This is a no-no.
-The rest of it seems okay. I blew through the first section in no time by running through all of it. Which I think was the idea? It was nice. Beautiful scenery.
-I imagine halibabica is working with you on this. So take his suggestions and implement them. They'd probably align with what I'd have to say.
Fungal Forest
-That first flower, I think should be moved elsewhere. Its kind of just hanging out down there first thing and it seems at once too obvious and not that interesting as the rest of the flowers in the stage. You should also move it because you give players a yoshi, and then a juicy red koopa floating at just the right height to eat him while in mid jump. Realizing that you just ate the only way to get the first flower KILLS the stage's momentum and is a terrible start to the stage.
-The doesn't quite feel like a fungal forest because there's not enough tree foliage! I would have the treeline continue, even out over some of the pits (you don't need to have trees sticking out everywhere) and maybe differently sized mushrooms here and there to make things more interesting for the eye. Look to seiromem's Giga Funklen to see what I mean.
-That's all, really. Its fine otherwise.
Future Shock
-It'll no doubt make you proud to hear it took me six or so tries to beat this! Those fish are well placed!
-I love everything about this. If anything, I wish you had utilized another instance of your moving cannon. A sadistic part of me wishes that instead of firing a big cannon, instead if shoots out a fast stream of 7, with a 2 second rest. But now I'm just talking crazy.
-Well done, sir! Challenging, but extremely fair. And it doesn't assault your senses with bullet hell shenanigans.
General Fly Guy's Air Force
-My first thought was that I would really like some ammunition to deal with all these missile maxes. But then I realized, wait! They're red koopas!
-So okay, you're not too badly off as long as you have Yoshi, but the platforming is kind of wonky since upside-down bullet cannons are timed to fire as soon as they appear onscreen. Which is a little cheap – sometimes they'll hit you while you're in mid-jump. And the combination of missiles and bullets that you have to deal with if you lose yoshi can get a little hectic.
-I would say probably remove the bullet platforms and replace all that with something else, its a little boring when its just them by themselves. But at the same time, if you just made those regular platforms, and then focused on the missiles coming at you, that might be fine enough on its own. It's World 6, I'd ask for halibabica's opinion on that one.
-I do know that the flower you have to fly under the ship for is asking too much. Don't get me wrong, I like the idea. But its far too demanding for an autoscrolling level when you've got such little space down there to fly under and no guarantee of hanging onto a yoshi in such a projectile filled stage. I would raise that ship up higher, or have it be a smaller ship that you need to fly underneath to grab the flower for. Plus having the bombs coming down on the box with the flower in it is a bit of a dick move.
-The inside of the ship is ehhhh....not fun. Get rid of it. Connect Section 1 to 3, move the checkpoint, and make section 3 a little longer (only one or two hammer bros max and don't have a ton of gunfire everywhere).
-I like the idea behind the boss a lot. Its a pretty creative use of layers. But we've got some problems: First is that if yoshi has a missile in his mouth and gets hit, he'll drop it and an invisible shell will bounce around everywhere. That's unacceptable, work with halibabica and come up with a solution for that, even if its just the missile sprite rotating 360 degrees, that would at least be funny.
-Next is that General Guy is a mother brain resprite. Don't you think we could make him a birdo resprite instead? Or a piranha plant that goes up and down? Or something? As long as its an npc that won't throw hammers or take more than 3 hits, I'm fine with it. Bosses should always be short, intense, and sweet. And if the HP were lowered, this boss would qualify.
-There's a glitch that causes general guy to teleport back to his start position if he flies too far away. I'd make a smaller arena to fight him in so that won't happen. I know its disappointing that you can't be all Ace Pilot and dogfight him like you probably intended, but we don't want your boss or your stage to look like its barely functioning.
-My only other suggestion is to switch the location of the bullet cannons with the missile cannons. I did that and things were a lot less of a pain.
Oh. And maybe make the pipe that yoshi comes out of into a vase instead. And put it closer to the pipe where you start. OH! And another thing – losing yoshi is a huge pain in the butt. Why not just close off the deck so he can't fall in the holes? So much less of a hassle.
Ghost Coast
-Goddamn these friggin' summer blockbusters and their stupid beach party horror movie cliché drivel!
-But no, I liked this one. The ships all had their own unique quirks, and the sand really meshes well with a nighttime backdrop.
-Here's a suggestion though! Consider adding a fun slide down a big hill as an opener for the second section.
-I'm not afraid to admit that each time the level gave me a yoshi, I lost each less than a second after I got one.
Giga Funklen
-Great stage! It was a lot of fun pelting everything with food. I think the forest world is gonna be a lot of players' favorites.
-Just one thing: That last flower is CRAZY hard to get. It borders on unfair. Get rid of the two grass sizeables, and the pipe. Then, add one pillar like the one beneath the flower to the end of the left edge. Give it a one space wide gap. That way players can run across the gap and make the jump a little more easily, and still be a little nervous when they have to jump back.
Green Thumb
-Oh my god this is the cutest thing.
-Maybe add one or two more water boxes to the stretch just before the checkpoint, to add more layers of mushrooms or maybe a few other surprises! This is a short and sweet level, and a couple more easter eggs wouldn't be unwelcome.
-It might be the version of SMBX I'm using, but the miniboss music triggered twice. Once when you walked in, and the next time when you hit the block. Make sure it triggers when you hit the block, only.
-Great! Creative! Fun! Easily in the Top 3 stages of the game!
Grumbly Goomba Causeway
-The flower placement here is pretty meh. Especially that last once. You want people to fall down to it and then swim all the way back? That's not classy at all.
The level feels pretty plain and its missing a lot of meat. I did like how you got the first flower at the start, but all the rest feel like a taller kid teasing a short kid with the lunchbox he stole from him.
-Having Lakitu is fine, but you cannot have him and have those noteblocks up so high. Players are going to have to knock him out to procede. I'm not saying they can't do that, but the general assumption whenever you bust out Lakitu should be that players aren't gonna other dealing with him. They're just gonna ignore him and try to run. So I'd lower those note blocks, Mr.
-Actually what I'd do is get rid of the note blocks and put something else there. Like a dock, some wood, a pier, a bridge. I dunno. Something more interesting than floating note blocks please.
-I wouldn't call this a level per-se. Its more like an interlude. Something to put between worlds.
H-S
Hillside Streams
-Very simple. I liked the waterfalls and the way you hid the last flower.
-Some of the slopes in your hills can be a bit dangerous to slide down. One took me straight into a pit (the one with the coin trail). SMBX has wonky physics and players won't always slide the same way every time. Try to extend your platforms there or add some kind of safety net so they don't die due to the game's bugginess.
-I would say, since this is World 1 and we want to go easy on players, round off the top of the loop, where the last flower is. Put some right-side up grass blocks there to give people a small subtle clue that you can go over it. Its not immediately obvious and most people will try to look for a pipe or door.
-Try not to have enemy enemies on the first screen at all. You don't need those koopas or goombas. They aren't contributing anything, just get rid of them. World 1 needs to be safe, for the most part. To that end, maybe not so many fish in the water too. I had no trouble with them, but beginners might.
Jungle Rumble
-Its those little vegetable dudes! Oh man!
-That's a nice little boat you got there. Floating on the super-polluted waters of the amazon.
-I'm getting too old for this.
Lakitu Rampage
-I was expecting the worst. But no, this is actually a pretty nice Lakitu level! It also is really fun to fly through it with Blue Yoshi, so is probably the most successful blue yoshi stage I've played yet.
-Unfortunately there's a bug. Something wrong happened to Airship 2, and it started LURCHING all over the stage for some reason. I couldn't figure out why, and couldn't complete the stage (I mean, I had blue yoshi but if I didn't I'd be stuck). I was right at the end, too, so I'm gonna call a mulligan on it.
Mushroom Underground
-Solitayre if there is such a thing as 'framing' in regards to making a stage, I think you and I have a similar eye. Looks great. No issues.
-This is the fourth-odd stage that reminds me of Mario Land.
Mushroom Samba
-Here's 1-1. You're looking at it folks.
-Dunno why, but I feel this would be a good stage for some kind of gag or easter egg. Like kirby floating past on the wind gripping his umbrella. Or maybe a flock of toasters. God, I'm old.
Mushroom Steppes
-My main gripe is that there's a good couple of places where you can jump down from a platform high up, and accidentally have some enemies blind-side you because you misjudged where they were going to show up or because they moved a little differently than the last attempt. I'd keep an eye out for instances like those and try to minimize them in the stage.
-Otherwise it....wasn't bad. It was okay. Breaking all those bricks with shells was the highlight!
Naval Piranha's Bog
-Fix the start position. The level put me right in front of the boss.
Interesting tidbit – I froze a fish right underneath one of the piranaha arms in section 2 and wombo-combo'd it.
-Section 2's end pipe enables two way travel, so since I got bounced off the first pipe and into the water, I just went down the exit pipe and triggered the green switch that way.
-The stage was nice and pleasant in all respects, and the boss is well-executed and SHOULD be a lot of fun, but: Why do you give a yoshi and then I can't eat the pollen things? I can't even freeze them! What's the point?! Also, can we please have vegetables that sprout much much faster during a mother brain fight? I upped the generator to 2.5 seconds and that made things much more fun.
Nighttime Oasis
It came, it went, it was. Nothing much to say here.
Piranha Plant Pond
-I didn't really like this one. Far too much death. I cleared it without too much trouble but, its just a water level with things that kill you. Not the most thrilling.
Piranha Plant Valley
-Excellent! I loved the look and feel of the stage.
-One of your koopa spawners has them coming from the wrong direction. Its after the checkpoint.
-The only thing I can think to suggest is maybe add some leaves or foilage on the top of the stage to make it feel more like a forest. Give it some bushes or more embellishment. But that's about it. Fine work.
Perlious Pipe Depot
-This is my pick for Best Level Title (barring my own level naturally). Its fitting, somehow inspires intrigue, makes you want to play the level, and is kind of hilariously on-point.
-I love this stage so much. Its very well constructed and designed. All the difficulty and traps are deliberate and thought out. Those flowers are hard to get, man. But its world 8 so its okay.
-The boss takes way too long though. I like the boss; its creative. But man, speed up that timer! You nearly gotta wait a minute before your shell reloads! It shouldn't take longer than 8 to 12 seconds tops. Make it happen.
-Also, dunno about the floor disappearing. It would help if the bricks were a color other than red, or if they were made from yellow bricks. At first I didn't realize that there was a floor down there at all! Then the floor got taken away and I died to the spikes anyway. I felt like the rug got pulled out from under me in a bad way.
Radiant Rainbow Road
-Why are there cannons in the rainbow level?
-WHY are there cannons in the RAINBOW level!? That's not conducive to a rainbow-themed environment!
-Like at least make them rainbow cannons. Have the bullets flash in strobe effects or something. But no we're not getting over this. The whole idea of these sorts of stages is that the act as a happy final act to a game. I imagine this is slated for World 9, and that's where those kinds of quirky levels should go. Ideally there would be some kind of cool gimmick for your rainbow stage; maybe some coin grabbing or using a baseball bat themed powerup to knock enemies into the sky where they sail into space and become stars. That kind of quirky gimmickry. This is just a basic stage with cannons in it. And its not a bad stage by any means. I don't really have too much negative to say about it, but its just not quite keeping in theme with what I think the intended emotional beat a rainbow themed space level is supposed to deliver. If you're going to make this type of stage, then it ought to either serve as an introduction to your special world or act as the final stage of it, rounding up the good feelings of the game and try to make you feel them all over again. Like a reward for all the pain of the final world, know what I'm saying? That's the only reason I'm nitpicking so hard over this. Its not imperative though, its not like Funky was a jaw-dropping musical number.
-Right at the level's end there are some coins that if you try to collect them, drop you down into an abyss. I don't know why there's an abyss down there when there's plenty of stage to do stuff with or make a fun little puzzle to get that last flower. That would be my one niggle that needs to be fixed/changed. I thought there might have been a P-switch involved somewhere but it doesn't appear to be that way in the editor.
-HALI WHY ARE THERE CANNONS IN THE RAINBOW LEVEL?!?
Rockin Roll Ridge
-Very nice! Quite wonderful! *golf clap*
-Although, I don't know how you get to the second flower without flying.
-On the bridge with the rexes, I was a little confused as to why there were rocks rolling over spikes, and yet they just led to the other side and not to some powerup or other kind of goodie. At first I thought it would be a warp pipe but then I found the REAL warp pipe and was like “Oh.”
-Well done! Strong Mario Land memories here. I always sucked at that level.
Searing Skull Stepping
-Move the first buzzy beetle to the left by one block, por favor. If only so I can jump on it without fail each and every time the level starts. And possibly a coin trail that goes along the arc of that jump off the beetle?
-Otherwise, nothing bad to say! It was good. Skull raft stages are, for some reason, a tradition.
-Those dang bats kept hitting me, like, every dang time. Entirely my fault.
Serenade Forest
-It says a lot that I can download all of these levels, not looking at any of the authors, and still tell who made this one.
-The lilypads in the water – If you set them to “ON” they will float in the water as soon as they come onscreen, instead of having to jump on them. It would make them seem like they're really floating there. To me, anyway.
-I didn't really like any of the piranha plants, but everything else was nice. You chose some good colors for this stage.
Serenity Jungle
-You've got enough of a stage here I can comment on it! This looks to be really beautiful and I can't wait to see what you do with it. I'm a little worried its gonna just shape up to be a Giga Funklen part 2, though.
-Just bear in mind that traditionally, World 9 stages don't mean “Harder than World 8.” its tempting to do that, but these levels should be relaxing and make players happy instead of testing their skills. All of those volcano lotus' can probably get chucked.
Sherbert Summit
-Ooookay. I don't like this for a couple of reasons: 1) Its too slow. 2) Its too slow. 3) I'm the impatient type. 4) Roto-discs. 5) You only need the rockets for 1/8th of the stage.
-Most of the level you can go through at your own pace, but for two short bits, you have no choice other than bring in a leaf with you (there should be more leaves in the stage, and the first powerup shouldn't just be a mushroom), or wait for the rocket to catch up with you. Riding it can be an option if you want to take a bathroom break.
Sinister Crypt
-Cool level! The boss gives me pause.
-I don't appreciate that spikes appear on the first row. I intuited that I needed to go down there to continue fighting, but then spikes appeared from nowhere and hurt me. Why do they have to appear at all? The platform can just disappear and surprise those who didn't stay on the side.
-The fourth phase is a bit much, considering the checkpoint isn't right before the boss. I'd scrap that part and end things at the third bridge. Either that, or just have the first bridge bring you straight down to the fourth phase. One or the other.
-Don't have that wall push players who get the leaf keep on going. Have it stop after a certain point.
Slip n' Snow
-There's far too many koopas on the hills, and floating over the pits just after. Green ones are probably not the best choice for the hills, and red not the best for the pits.
-Oh wait a second this stage is really short.....umm...
-I wasn't really feeling this one. I dunno.
Super Penguin Bros
-The flying penguins are my favorite. That's priceless.
-This is gonna seem weird, but I feel as though the penguin shells shouldn't hurt you. There's no reason to change this, but the penguins just look so doofy while they're spinning around I can't even conceive of them being harmful.
Switch Swap Swamp
-*thumbs up*
T-Z
Tall Tops Forest
-Its okay.
Tempest Valley
-Not a bad stage at all but it left me a bit conflicted? The music is awesome but it doesn't quite fit here. You're constantly having to hit the P-switch and listening to BWOP-DO-DOOO-BWA-BOOP-DA-BOP-DOOP. So we never get more than the first 5 to 10 seconds of your track.
-I love your gimmick with the p-switch but I think that instead of just appearing, they ought to come out of the sides of the hill, or be part of the bridges and then extend out, y'know?
-The first P-switch should belay some sort of indicator that it triggered the platforms. At first I thought they were just part of the stage. You've got all that empty space up in the air, put some dirt or cliffs up there and have a bridge extend above that first pipe that lets you get some goodies or what have you. Then when they move forward and hit the wall, players can go “I must need that p-switch!” and when they hit it and the way forward shows itself they'll think they figured something out.
The Grand Pyramid
-This is gonna sound weird, because although this was a very fine and well constructed desert level, it wasn't my cup of tea. Mazes and me tend not to mix, and I never really liked the desert world from Mario 3 that much.
-That said, this was an excellent level for the kind of scavenger hunt gameplay we're trying to encourage by finding the flowers. I appreciate that there weren't enemies all over the place. And having those switches drain out the sand was a wonderful touch.
-My recommendation would be to add some more polish to what you have to make it all the sweeter. For instance put a sound effect to the sand draining out to make it sound like sand. Also maybe add more static backgrounds, like ruined brick walls, some big pillars that go up to the ceiling, things like that. Try to give each 'room' of the pyramid some kind of feature to make it stand out against the others and give easily lost players more landmarks to find their bearings.
-Also consider adding another powerup. You have exactly two in the whole stage and another one isn't NEEDED but would be appreciated.
-That's about all the advice I can give here. This was great!
The Yoshi Relay Race
-Urrrgh. Is one of those two player shindigs? Maaaaan, screw two-player mode.
-Unless the idea is just that its Mario getting to use all the yoshis in one level.
-If the idea is that its just a race across all the different worlds, then I think there should be far fewer enemies everywhere, and more obstacles or obstructions that players have to get over or around by bonking their heads on things, hitting switches, or trying to get a shell to cooperate with them. Its requires a bit more effort than just laying out a grassy plain or a mountain range to run through, but it would make a cooler level. Ideally each Yoshi's unique powers or themes should come into play in their section in a way that doesn't involve simply killing a bunch of baddies.
-Its impossible to do this without Lua code in the new SMBX Beta, but an on-screen clock would REALLY REALLY be helpful here.
-If you're doing all the worlds. That's a lot of them. And I can already tell you each section is way way too long. Limit yourself to a set number of screens per section (six or eight), and stay within that number so that you can stick to a consistent time on the clock, and the level has better pacing. Nothing is more frustrating than making it really far only to die to something dumb. Remember! Whenever there is a timer involved, even if a player won't get killed for timing out, they're gonna be hauling it to the end every time.
-If you're gonna go through with this concept and stage, you are REQUIRED to use this song somewhere.
Tokotoko Desert
-Looks like we're going for another Mario land type thing here. Gobi Desert music; much love.
-Y'know what this level needs?! The Angry Sun. If ever there was a level for him its this one. See if someone can set you up with an Angry Sun sprite for a homing koopa that can move through walls and npcs.
-Other than that, I wish your bonus room was a little more developed. Its okay as it is but it feels half-assed. Try to make it a little snazzier. Add some walls or what have you. Maybe try to spruce the level up with some broken pillars or ruins or something.
Trails in the Sky
-Okay I have a legit suggestion this time! The sky felt a bit empty to me. I don't really know how you could add visual flair that makes sense without adding some rocky bits on the ceiling or mushroom sizeables that extend up from the ground, though.
-Also, and this is gonna be a weird nitpick, but my personal instincts never want to land on the clouds. I always stubbornly insist “I'm not gonna run out of blue shell juice that fast” and then end just missing a cliff or cloud. I thought about why that was, and then figured that it has to do with pacing. If there were enemies I could bounce on to renew yoshi's flight, that would count as still being in the air without technically 'landing' anywhere. I guess it speaks to my arcade-gamer roots. I want to rack up those combos.
-This was another nice stage though. A classy touch would be to have the birds drag along a string of dancing coins behind them, like Ratty did with Big Blooper Basin. Although you've already got such a long coin trail, I don't think people would be tempted to go after them.
Volcano Lotus Valley
-I like the look of this one. Very bold colors and simple level design. But I think we run into that problem where the designer forgets people can just spin jump on the lava lotuses. If you just move quickly you have zero problems. -Alternatively though, if you let them get that first shot off, then you're in a world of problems. I'm thinking mostly of that last jump, with the plant on that one platform that forces you to spin jump onto. Either that or make a scary precise jump. I dunno how to feel about it.















