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8 Red Coin Mission (4 Areas)

PostPosted: April 13th, 2015, 7:56 am
by TheGaming100
8 Red Coin Mission (4 Areas)
Hey guys, this is my first SM63 level ever created. It's bassically an 8 red coin hunt with 4 areas with 2 red coins each.

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Super Mario 63
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Re: 8 Red Coin Mission (4 Areas)

PostPosted: April 13th, 2015, 8:30 am
by Konradix
I'm gonna have to vote this one star. This beginning bit is brutal. Absolutely brutal. Not only do you have no time to react to what is going on, you laso get this god awful box breaking noise, and the coins are so goddamn hard to get. It's not impossible, I'm sure with enough free time and patience someone could do it, but just this beginning bit is awful in and of itself. Not to mention that there is no decorations (no interesting tiles, let alone decoration ITEMS), you have forced damage, abuse of the falling logs etc. But the biggest kicker is that you can only actually get 6/8 red coins you've placed because you have no teleport to the last section. And even if you did get all 8 coins, there's no Shine to get at the end of the level. And the last thing: The level is way too goddamn big.

Good things? I guess there's no lag and little loading time. Oh and no spam.

1/5 Please take my advice to heart, because, to be blunt, this level is awful.

Maybe if you want an idea of better levels on the forum, you might want to look in this topic: viewtopic.php?f=15&t=33335
It has some of the best levels on the site.

@EDIT: Reading this over, this sounded really disheartening. I didn't mean to discourage you from making levels, it's just that this one has many, many mistakes in it that honestly sucked the fun out of this level.

Re: 8 Red Coin Mission (4 Areas)

PostPosted: April 14th, 2015, 12:33 am
by TheExcavator
I'm with Konradix here. This level was unfun to play. I did not find any element in this level enjoyable whatsoever. W!F! !S G00D, if you just read that you should acknowledge that that is among the worst things that can be said about a level.

I believe that there is an incorrect level designing mentality going on here. You seem to think that the goal of making a difficult level is to defeat your player by being as unfair as possible. That is not a good mentality and leads to punishingly difficult level design choices (which in the level there are many: the bullet bill bridge with the next to impossible-to-get coins (I had to dive-jump repeatedly to unload the bills so I could grab them), bullies camping the smallest platform you had at your disposal (it was at this point that I quit the level), required lave damage boosts into space you cannot see even if you zoom out (and I just tested this. At this point the level is impossible. You do not have the health to get all the way up), and a tedious and boring section where you jump on falling logs over and over and eventually have to jump off one as it drops to collect a coin and it's just barely possible to do. All of these elements added together do not create enjoyment for the player. The player feels hopeless right from the very beginning.

By no means does this mean that you have to produce easy levels. It's just that, if you are going to make difficult levels, you need a better approach than this. I would recommend that instead of looking at your player as an opponent that you must defeat, instead look at him as a person you must help overcome the challenge. The player shouldn't feel hopelessly unable to complete your challenge. They should be able to look at it and know that they can do it. I wish you luck on future endeavors and hope you improve your gameplay design.