Search found 40 matches

by Slope_Man
Mon Mar 09, 2020 7:56 pm
Forum: Level showcase
Topic: Kairos Core / ID:382134
Replies: 3
Views: 912

Re: Kairos Core / ID:382134

Weapon energy could certainly be an issue, because while the level does provide a good amount of pickups, it all seems a bit unnecessary. It seems you wanted certain rooms where you 'only get one' flash stopper. I suppose that's fine, although I generally did not see how that would really affect the...
by Slope_Man
Wed Feb 26, 2020 6:44 pm
Forum: Level showcase
Topic: -Dystopic Halls-
Replies: 12
Views: 905

Re: -Dystopic Halls-

I know about the fake death pits, but still died there a couple of times. It's pretty clear you need to just escape from the hot dog, but he's not immediately straight forward to dodge. And neither are the mummies coupled with the bomb beneath him :lol: I was probably overcomplicating it, but got th...
by Slope_Man
Wed Feb 26, 2020 12:47 am
Forum: Level showcase
Topic: Douse Man Reupload
Replies: 3
Views: 449

Re: Douse Man Reupload

It's still a really solid level, but I generally don't think you can just 'squeeze in' enemies like this. Like, I suppose that one electric fence in the level is like a joke? I appreciate the lead-up to the final segment feeling shorter than in the previous version. I think the final segment is also...
by Slope_Man
Wed Feb 26, 2020 12:37 am
Forum: Level showcase
Topic: -Dystopic Halls-
Replies: 12
Views: 905

Re: -Dystopic Halls-

Fun level! I don't recall seeing any other level with a 'black and white' colour scheme. The 'bleak' aesthetic made it feel somewhat fresh despite the gimmicks being somewhat similiar to some of your previous stages. The first hotdog segment felt like a difficulty spike. I'm not sure if this was int...
by Slope_Man
Mon Aug 12, 2019 1:27 pm
Forum: Level showcase
Topic: No Train, No Gain [ID: 345897]
Replies: 7
Views: 1287

Re: No Train, No Gain [ID: 345897]

It was alright. Nothing was designed too poorly, and I liked that it was short, but didn't feel too short. It looks functional, not great, but functional prevents people from being distracted from poor visuals. A few points for improvement: - I'd say you'd have too many mm8 joes. It doesn't make thi...
by Slope_Man
Wed Jul 17, 2019 8:06 pm
Forum: Level showcase
Topic: Bamboo Forest [341455]
Replies: 12
Views: 1655

Re: Bamboo Forest [341455]

I thought it was a good idea stretched way past the point of it being fun. There's 3 different type of enemies in this stage, which isn't enough for 28 screens. It's a fun concept with well designed rooms, but it's practically the same concept with minor variations, which is fine, but not for the le...
by Slope_Man
Sun Jul 14, 2019 8:26 pm
Forum: Level showcase
Topic: Polar Man
Replies: 5
Views: 849

Re: Polar Man

Your main problem is you don't know when and where to stop. The level features a mostly adequate and interesting layout, mostly adequate enemy placement although weirdly a lack of variety over it's what, 40 screen duration? Therein lies the main problem, btw. Your level is double the length of a reg...
by Slope_Man
Thu Jun 13, 2019 12:32 pm
Forum: Level showcase
Topic: [First level] Float man stage
Replies: 8
Views: 1082

Re: [First level] Float man stage

A very decent stage, and I appreciate that it isn't 4050 screens. Aesthetically, it's great. I like how Toad man is an actual challenge this time. There's a lot of little things that could be better, however. Too many frogs yes, especially since there are like 8 in a row at the start. When a new ene...
by Slope_Man
Fri Apr 12, 2019 9:41 pm
Forum: Level showcase
Topic: Harpy Woman
Replies: 3
Views: 551

Re: Harpy Woman

I'm not sure how the theme is supposed to fit a Harpy, going from a water level to a forest level. I suppose you were inspired by Centaur Man for the first half. Nevertheless, that idea of theme switching after the checkpoint is interesting. Maybe if you'd use straight up birds or more flying types ...
by Slope_Man
Mon Apr 08, 2019 2:42 pm
Forum: Level showcase
Topic: Douse Man
Replies: 1
Views: 399

Re: Douse Man

First of all, I should mention I get a weird bug of sorts when playing this, where a yoku block doesn't appear for me during the final section (it is the second block in the final sequence). It doesn't happen when I play it in the editor. I have no idea what's going on there. This level almost reads...
by Slope_Man
Sat Apr 06, 2019 1:40 pm
Forum: Level design discussion
Topic: How to Convey Direction in Levels?
Replies: 5
Views: 1053

Re: How to Convey Direction in Levels?

There are those new pit shadows. If you don't have a black background, use those. Since it is early in the lifecycle of 1.5, it would be a good idea to have these pits early in the level, and perhaps early on the only way forward is to jump down into a pit without these (and no other options). You c...
by Slope_Man
Wed Apr 03, 2019 12:22 pm
Forum: Level showcase
Topic: Sunset Shore
Replies: 5
Views: 897

Re: Sunset Shore

This felt like a level that exists... It sure is a level. But on a calm Sunday afternoon. It was never challenging throughout, it was quite polite. Normally I would hate this, but because it had a solid theme, decent pacing, did not feel overly long and the overall atmosphere I enjoyed it. There is ...
by Slope_Man
Thu Mar 28, 2019 7:51 pm
Forum: Level showcase
Topic: [Deleted] Stormy City
Replies: 2
Views: 437

Re: Stormy City

An almost brilliant stage with very little elements. I appreciate that. I object to above modifications. I enjoyed the dumb troll of falling in the windstorm pit. I should've known better. A gate opening and still permanently stopping rain would also look silly. Although generally flat terrain is a ...
by Slope_Man
Thu Mar 28, 2019 6:55 pm
Forum: Level showcase
Topic: Magic Bouncing Ball - ID 307148
Replies: 6
Views: 868

Re: Magic Bouncing Ball - ID 307148

It's a fine level, but possibly a little bit above my skill level. One thing is: I couldn't figure out you can simply double jump with the magic ball, until after I downloaded it. So basically I just got stuck right before the first checkpoint, as I just didn't know what to do. What would help is if...
by Slope_Man
Thu Mar 28, 2019 6:51 pm
Forum: Level showcase
Topic: The Mantle... (306574)
Replies: 11
Views: 1393

Re: The Mantle... (306574)

Fun level, with a cool concept. My only remark is that maybe you could've possibly done some more varied setups for the Kakibatanks. Also, it seems a little weird your subweapons don't do anything for the final boss(es), which do push things to the point of being a little cheap perhaps, though both ...
by Slope_Man
Tue Mar 26, 2019 12:51 pm
Forum: Level showcase
Topic: Rich Man
Replies: 8
Views: 1238

Re: Rich Man

Thanks! Nice run. Those weapons really destroy most things here :lol: Hmmmm now I understand. Still wouldn't have guessed alone. My main complain about the visuals would be that tiles combinations don't work, regardless of the theme. The level itself was not bad. Keep going! Which tile combinations ...
by Slope_Man
Tue Mar 26, 2019 12:39 pm
Forum: General discussion
Topic: We must make this game grow
Replies: 7
Views: 1011

Re: We must make this game grow

Well, I suppose the 'traditional format' is a thing that tends to happen for forum communities then. To be fair, there were definately other kinds of levels posted to the MarioMaker reddit. I would agree that say, a one screen puzzle level would not get as much time of day on these forums, maybe les...
by Slope_Man
Mon Mar 25, 2019 12:45 pm
Forum: General discussion
Topic: We must make this game grow
Replies: 7
Views: 1011

Re: We must make this game grow

The patch coming out soon is nice and all, but when the community is made up of the same ~50 people, it's difficult to assert the game will improve much. As a level creation tool, this game will thrive as much as its community allows it to. It is very important to raise awareness of the game and ge...
by Slope_Man
Sun Mar 24, 2019 2:35 pm
Forum: Level showcase
Topic: Rich Man
Replies: 8
Views: 1238

Re: Rich Man

'I didn't know where I was'. I don't understand this criticism, for most levels actually. It's his palace, you enter via jungle (palm trees and a jungle another symbol of exotica, isolation, and status), and finally you ascend to the top, to denote status and isolation. That's pretty much it. I gues...
by Slope_Man
Thu Mar 21, 2019 9:53 pm
Forum: Level showcase
Topic: -Wily Bunkers-
Replies: 10
Views: 1630

Re: -Wily Bunkers-

Have you posted a new version yet? I played this level a while ago, so this is regarding the old version in any case. Anyway, I don't have much to say. It was a fun level! I liked the brevity of the rooms if that makes sense. There's only a small couple of fun movements to get through a screen. In t...