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Harmless Hill.

PostPosted: May 16th, 2015, 4:54 am
by BHarmJ
Harmless Hill.
There are five shines to locate in this level - four of them are secret. Can you find them all?

I made this level a few years ago. I posted it as "super mario 63 fan", but my account was deleted, therefore I am re-uploading the level. Enjoy!


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Super Mario 63
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Re: Harmless Hill.

PostPosted: May 16th, 2015, 3:22 pm
by 1018peter
Harmless Hill (Oh I wish I could tag Harmless now)

The level's platforming layouts are decent. Not really challenging at all.

There's only one part that bugs me in this level,and that is the Luck-Based Pick-Your-Own-Pipe Area.
Avoid making luck based areas like these,even if you say "Some can be really annoying". No one wants to play the same parts over and over just to get another shot at the pipes.

I'll give this level 2 out of 5 stars.

Re: Harmless Hill.

PostPosted: May 16th, 2015, 4:44 pm
by Awesomeguy 99
I noticed a glitched block in the second area. I just felt the need to say that.

Re: Harmless Hill.

PostPosted: May 17th, 2015, 6:37 pm
by Harmless
wait what

Well then. I'll edit my thoughts later, I'm busy as it is at the moment.

(I should probably warn you, I'm a little harsh when it comes to reviews. Sorry in advance.)

Thoughts on the level.: show
As 1018peter said above me, I could care less about the random warp pipes (or the 'warp zone' as you call it). It got really repetitive, and needless to say I stopped playing after I took the fourth warp pipe.

As a level designer, it's important to keep in mind that people who play your levels will be playing it for the first time, and will have no knowledge of the layout. It's obviously tricky since you see everything beforehand, but everyone else does not. As such, it feels quite insulting to be told 'How stupid to fall down here!' when I was just curious to explore. Directly calling the player stupid is not going to leave a good impression.

Because the player has no knowledge of the level layout, it's not at all obvious which pipe we should take to complete the level (referring to the 'Warp Zone' again). Such random luck (especially random luck that leads to instant death) is not difficult - it's frustrating. And frustration is not a good experience for the player, as they play these levels to have fun and immerse themselves in the level. They can't really do that if they get ticked off at flawed design choices such as a 'warp zone' that either toys with you and sends you back from when you came, or instantly kills you. Do you see Nintendo or any other game developer/company make cheap design choices such as a luck-based decision in a platformer game like Mario? If they do, then it's not wise to repeat their mistakes.

The clouds were also kinda iffy. It just felt rather monotone seeing them all on the same level and not behaving like clouds - with varying heights that is. Some of the decorative items (or 'decor') was also a bit strange. The tree on top of the mushroom looked unnatural (not in a good way). Other than that, the decor was fine and the tiling didn't have any real cutoff.

The cheep cheeps in the water (before the warp zone) felt like enemy spam. I'd reduce the content and see if you can make something out of the pool of water. Because right now it just feels like an empty vat of water that serves no purpose if you go down.

As a final note, I'm surprised at how linear the level is until the end with the 'warp zone's' random choice. If you wanted a level with multiple shines and exploration, maybe you could include more branching paths earlier in the level.

Overall I'd say 2/5.