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No Train, No Gain [ID: 345897]

Posted: Wed Aug 07, 2019 9:42 pm
by KBorg64
My first published, but not first created, Mega Man Maker level. It's a simple train-themed stage featuring Charge Man as its boss. Not much to say about this one, it's standard and pretty basic, but (hopefully) enjoyable nonetheless!

Level ID: 345897
Type: Traditional
Difficulty: Easy-Medium
Length: Short, 1-2 minutes
Character(s): Mega Man
Enabled Feature(s): Slide, Mega Man 5 Charge Shot
Weapon(s): Mega Buster, Power Stone, Gravity Hold, Crystal Eye, Star Crash, Water Wave
Boss(es): Charge Man
Direct Link: https://megamanmaker.com/?level=345897

Image



Feel free to review and make videos on any of my levels. All support and criticism is welcomed and very much appreciated. ;)

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

Posted: Mon Aug 12, 2019 1:27 pm
by Slope_Man
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 things harder, it just slows things down. They're fine enemies, just too many of them to close together gets a little tedious. Inserting screens with a few easier to kill enemies in a row would help the flow a lot.
- There's not much in the way of platforming. It's pretty much an all combat level. That's fine, but hard to keep interesting. It would require significantly changed updates, but some 'carts' having any gimmick that supports that would also help with variety. What if some carts had leaked oil on some floors? What if some carts were underwater with seacreatures (ripping off the SM3DWorld train here, just spitballing).
- Fighting Charge Man with the power stone isn't very interesting, as I'm just running away from him and activating the weapon a couple of times. A different weapon for his weakness, that would make the fight more interesting to play would help.

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

Posted: Mon Aug 12, 2019 7:23 pm
by Brazencoronet17
Generic, boring, not fun. Don't play it safe for good reception by making your level predictable and easy, play around a bit. It's worth the risk and it's how Mega Man is fun and enjoyable. 30/100

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

Posted: Mon Aug 12, 2019 8:20 pm
by KBorg64
Slope_Man wrote:
Mon Aug 12, 2019 1:27 pm
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 things harder, it just slows things down. They're fine enemies, just too many of them to close together gets a little tedious. Inserting screens with a few easier to kill enemies in a row would help the flow a lot.
- There's not much in the way of platforming. It's pretty much an all combat level. That's fine, but hard to keep interesting. It would require significantly changed updates, but some 'carts' having any gimmick that supports that would also help with variety. What if some carts had leaked oil on some floors? What if some carts were underwater with seacreatures (ripping off the SM3DWorld train here, just spitballing).
- Fighting Charge Man with the power stone isn't very interesting, as I'm just running away from him and activating the weapon a couple of times. A different weapon for his weakness, that would make the fight more interesting to play would help.
Thank you for your feedback! Those are some certainly interesting gimmicks possible, for sure, I just kept it simple for this level cause I was sort of on a designer's block, so I wanted to make something a little simple compared to what the other levels I've been working on. And yes, Charge Man's fight isn't anything special. I decided to give the players MM5 weapons, and Power Stone was his weakness, so I just left it as that. Throughout most of the testing of this level, I just stuck with using the Buster only. It doesn't change a lot of the level playing that way, but I personally enjoyed playing through it Buster only more. Anyways, thank you for the feedback, I really appreciate it!

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

Posted: Mon Aug 12, 2019 8:23 pm
by KBorg64
Brazencoronet17 wrote:
Mon Aug 12, 2019 7:23 pm
Generic, boring, not fun. Don't play it safe for good reception by making your level predictable and easy, play around a bit. It's worth the risk and it's how Mega Man is fun and enjoyable. 30/100
Thank you for the critique! In what ways do you think the level could be improved, though? Are there any specific gimmicks you think I could have tried? And I didn't play it safe just for good reception, I just wanted to make a simple level is all, but thank you for the feedback, I greatly appreciate it!

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

Posted: Mon Aug 12, 2019 9:06 pm
by Brazencoronet17
KBorg64 wrote:
Mon Aug 12, 2019 8:23 pm
Brazencoronet17 wrote:
Mon Aug 12, 2019 7:23 pm
Generic, boring, not fun. Don't play it safe for good reception by making your level predictable and easy, play around a bit. It's worth the risk and it's how Mega Man is fun and enjoyable. 30/100
Thank you for the critique! In what ways do you think the level could be improved, though? Are there any specific gimmicks you think I could have tried? And I didn't play it safe just for good reception, I just wanted to make a simple level is all, but thank you for the feedback, I greatly appreciate it!
The spike balls could work for a slow-paced level like this

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

Posted: Fri Aug 30, 2019 2:06 am
by D-Man
Brazencoronet17 wrote:
Mon Aug 12, 2019 7:23 pm
It's worth the risk and it's how Mega Man is fun and enjoyable.
Is it really worth the risk? This is a question I ask myself every time I play this game.

I believe that there is no point to creating a level that strictly adheres to the formula set out by the official games (such as this one). MMM features several weapons and level objects that can interact with each other in very interesting ways. There are even objects exclusive to this maker tool, such as keys.

Yet, despite all of this, I seem to be unable to create a worthy level. I look towards users like Nickelasse and Aze, to see how their levels manage to get so much traction, and I am unable to understand.

I am torn between following the rules exactly and doing the things I want to do. Also, Mega Man games rarely, if ever, take risks.

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

Posted: Fri Aug 30, 2019 4:55 am
by Brazencoronet17
D-Man wrote:
Fri Aug 30, 2019 2:06 am
Brazencoronet17 wrote:
Mon Aug 12, 2019 7:23 pm
It's worth the risk and it's how Mega Man is fun and enjoyable.
Is it really worth the risk? This is a question I ask myself every time I play this game.

I believe that there is no point to creating a level that strictly adheres to the formula set out by the official games (such as this one). MMM features several weapons and level objects that can interact with each other in very interesting ways. There are even objects exclusive to this maker tool, such as keys.

Yet, despite all of this, I seem to be unable to create a worthy level. I look towards users like Nickelasse and Aze, to see how their levels manage to get so much traction, and I am unable to understand.

I am torn between following the rules exactly and doing the things I want to do. Also, Mega Man games rarely, if ever, take risks.
There's truth in that, design started getting a bit uninspired with MM4, and stayed that way until mega man 8 which played very differently, and MM9 did some insane things with its design as well.

The issue is, though castlevania and ninja gaiden are still great games, their glaring lack of interest points like a lack of stages objects are sometimes repetitive design, you have to realize back when they were made, it was pretty revolutionary. So games with solid and different mechanics, mainly the Mario games, seem to have aged a little better.