Originally posted by Blue LeafI thought the level was more fun when Mario moved slower, since it felt like I had more control.
I thought the level was more fun when Mario moved faster since the challenge revolves around
preventing Mario from moving forward (it takes a bit to get used to it, but you still have control). Plus, it allows me put more obstacles in the way of the player since Mario would be able to pass all of them in one go (like the two 3-tile wide moving blocks), but then again, I made the level and creator bias and all that.
Originally posted by Blue LeafIt might be nice to have someone else's opinion on this, though.
I agree. Where's Eternity when you need him?
Oh, that reminds me: I've been wondering this ever since yesterday: are you Eternity's guinea pig? Does Eternity send you to test and review people's SMWCX levels before playing them himself? Looking at some of the earlier threads, it seems like you always review the levels before he gets to them...
Originally posted by Blue LeafIt might actually be better to make this a small Mario level only, since ducking all the way through is a bit annoying.
Well...I don't see how I'd be able to do that without adding a time consuming item filter, and I'd rather not force the player to wait a few seconds just to play the level again; I want my level to flow smoothly. Plus, what would I do about the checkpoint? If it's that big of an issue, maybe you could add a filter to the hub, right before the level's entrance?
Oh, and before you respond with something about LunaDLL, not everyone can get it working for some reason, so a LunaDLL item filter won't be all-inclusive.
Originally posted by Blue LeafThat's what I did in my playthrough, but I thought I broke the puzzle. I didn't even notice it was a hint. I thought it was just telling me that you had to jump in the block as it reappeared, but after a few tries the actual solution just seemed simpler =P
Sooo...I should reword the hint, then?