Looking much better, agie777. I still have a few comments and suggestions for this part, but it's definitely more polished than it was before. Keep it up (:
Level F
9, 2: Putting ninjis next to lotus plants was a clever idea, and I especially like the addition of the jumping chuck the first time around, because it seems to confront you with perfect timing as you deal with the lotus setup (and even if it doesn't, it's placed well, between the winged platform and the lotus).
A: This chuck helps get rid of the sense of emptiness I was getting before, and it feels more natural now.
7-6: I forget what this area was like before, but if it's been changed I like this version better. Again, the level feels properly populated (without overdoing it) and has a sense of flow (few, if any, abrupt changes).
5: This is very good placement. If players have already jumped on the previous chuck they might have to unexpectedly deal with two chucks, and if they skip past the pitchin' chuck they might have to dodge baseballs on screen 4.
5-4: Since players can't actually see those bottom two platforms at first, your solution ends up being more elegant than mine :p The way the lotus fireballs poke through the floor is nicely done. However, given that you have four ninjis clumped together there, and two more on screen 2, I feel like the ninji you encounter by the water should be another enemy. You might want to use fish or wigglers here, for example (and I'm not sure I like how you broke up the water with that new platform).
3: I don't think this jump is that bad. The clappin' chuck only hops when Mario is higher up (generally), so in most if not all cases players can simply bounce on the chuck back to the previous platform, wait for the chuck to run off into the pit, and continue.
1-0: The pitchin' chuck here is also well placed in that it will likely do a jumping throw first, which might catch players off guard a little, but not without enough time to react (they'll probably land before the first baseball passes over them).
I'm not a big fan of putting chucks in front of pipes. It's not a pain here, because you can still squeeze through after the first hit, but generally I try to avoid doing that.
I like how the ninji below hints at a secret, and you've now placed a 1up there. Good work.
So yeah, I think this section more or less meets my standards for competent level design. Let's look at the next section.
Level 30
Primary issue: I like how you change the sprite set in the sky area, but there are too many places where Mario can just jump effortlessly over enemies, particularly spinies. It's probably a good idea to replace some of them with (or just add) some airborne enemies. Para-goombas, flying koopas, and flying piranha plants would probably fit well, and if you want to go even further than that (you don't have to), things like lakitus or amazin' flyin' hammer bros. might also work in moderation.
0-2: It's good that you give players to adjust before facing a super shell, but it might be a good idea to add an enemy with slow x-speed at the right edge of screen 0, such as a bouncing or flying koopa. You might also want to move the wiggler a bit left so it isn't so easy to kill it with the super shell (though I'm not sure). I like the smwcoin setup.
2: The crouch jumps that powered-up players will have to do here to avoid the gaps in the clouds here are unnecessary, especially in World 2, and it feels a bit empty. I would bridge the clouds, maybe put a couple of gaps in the question/brown blocks, and put an enemy or two on the blocks.
3-5: The other set of falling platforms was half as long and also hid a 1up (so that was fine), but this one just seems boring and unnecessarily long. You need something here to make things more interesting- some airborne sprites? Some stationary terrain and/or obstacles? The way you're using them here is just too basic; I'd say either add to this part or completely redo it.
6: The way the black outlines cut into these platforms looks weird to me, though you may want to wait for the cross-examination on that one :p
7: More interesting sprite usage; in my experience it's been somewhat uncommon to see sprites poking up from below (though I could be wrong about that). I don't know if it's necessary, but you could even try moving the chuck one tile up and see whether or not that feels better.
8-9: The midway point placement is clever, but I'm worried players won't notice it. It might just be better to use the "normal" tiles, unless you can make sure players will know where it is.
Parallel Paths Section: Personally I tend to avoid parallel paths like this because they limit my sprite options, but that's just my opinion. You probably could make this work, but I see some issues.
The top path takes you very close to the top of the screen, so most jumps (and jumping enemies) will go off-screen. I'm thinking you should bring the upper path down a few tiles.
The jumpin' chucks aren't placed very well, as they can suddenly waylay players taking the lower path. You should take care to sure they stay on the top path as much as possible, so change either the chuck placement or the platform orientation to accommodate that.
Make sure there aren't any places that interrupt the flow and feel abruptly empty. Screen A on the lower path looks like it could use an enemy. Also, keep in mind what I said earlier about using airborne enemies so Mario can't just jump over everything effortlessly. Another possibility is to use wall-running triangles to propel kicked shells into the air, although you probably shouldn't use that too often for a World 2 stage.
Finally, it might just be me, but I feel like wigglers shouldn't be used on such short platforms.
If in the end the parallel paths thing doesn't work out, you could also try consolidating them into a single path and rely on sprite variety and direction of movement instead. Which way to design is up to you.
I also have a few preliminary comments so far about the third section.
Level F (2)
E-F: Players have very little time to react to those chucks, and if the second one jumps down it kind of negates the purpose of the wall-running triangle since you can just bounce up instead.
12-13: It might just be me, but just like that other water section, I feel like fish enemies would fit well here.
14-15: Keep in mind that these throw blocks can also be used against the enemies by the goal. You might want to switch the position of the ninjis by the goal with the puntin' chuck. That way, players can use throw blocks to defeat the ninjis if they want, but still have to be careful about incoming footballs. Besides, that would make for a more climactic ending to the level.
18: Firephoenix mentioned it before, but I see this version still uses the original goal bar. Remember to replace that with the new custom goal roulette sprite.
So, let me see how you handle the above issues, and then we'll see if there's anything else of note in the latter sections.
Edit: Come to think of it, it's probably not a great idea to have the secret exit so late in the stage...but for now, focus on the above, I think.
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