Pinkie-Dawn
Vampire Waifu
- 9,525
- Posts
- 12
- Years
- Age 32
- California
- Seen Feb 16, 2021
Uploaded my first course.
Invisible Block Nightmare
Course ID: 0609-0000-0051-78BD
Invisible Block Nightmare
Course ID: 0609-0000-0051-78BD
if you want your soul destroyed or are a masochist, try this course:
That's a hell of a terribly designed level. Lots of effort went into it, sure, but it's trying to be Kaizo Mario without realizing what makes Kaizo Mario great.
Kaizo Mario doesn't overly rely on complete memorization, and it has the decency to give the player breathers and time to figure out what to do. That level doesn't, it's just non-stop precision platforming that does not respect the player's time.
I hate the misconception that hard = good design. No, it's the total opposite. If your level is overly precise, you're doing it wrong. Making a good challenging level is hella hard and there's nothing wrong with making an easy one provided it's fun to play.
The way I see it, whether a level is terribly designed is relative to what it tries to do.I respect your opinion and I can see where you're coming from, but imo it would be harsh to call it a "hell of a terribly designed level" . at least it's better than a lot of levels I've seen so far.
kaizo definitely doesn't give players breathers, at least not always. didn't you see the 5 rows of bullet bills that launch in front of you 1 second after the start of first stage? (that's just 1 example). otherwise I'm probably not seeing what you're exactly getting at.
kaizo is far from fair and I wouldn't call it great either, which I would say the same about the level I posted.
and the word "fun" is subjective. some people like to try insane courses like these to feel like they're being challenged, feel big when beating it, or maybe they're just masochists. you're right, it won't be fun for most because it's insanely tough, but I wouldn't assume that to be true for every person playing mario maker.
The way I see it, whether a level is terribly designed is relative to what it tries to do.
For instance, I while back, a certain LP channel played Eryi's Action, and in the comments people shat on the game for being badly designed because it was a game of trial and error- in that you're killed unexpectedly and then you adapt to it on prior runs. Think "I Wanna Be The Guy". This bothered me, because I don't much see how a game that on no uncertain terms, straight off tells you what type of game it is can be bad solely on the merit that it's trial and error. Oftentimes the solutions to the workarounds are either reactive or puzzles and can require some pretty simple-yet seemingly complex thought and awareness, and I think it works well on that basis.
Relating this back to Super Mario Maker, that same LP channel recently started playing the "trolly" levels of a friend of theirs, spending a large deal of time on the "hardest" of his stages. The creator even admitted that, legitimately, he couldn't beat the stage (and at the time of the video's post, it had a...I think a .25% completion rate), and while this may seem unfair, he does a fairly good job of using level design to let you know where you need to go. Leaps of Faith are never truly blind as there are visual cues to guide you. There's a bit of puzzle solving here, too, and while the stage doesn't force you to die to complete it, it does use repetition to make the player realize that they're being shown what to do in mostly hopeless situations. The stage even gives you a fair bit of time to think in situations that may seem immediately urgent. I'd say it's less Eryi/IWTBTG and more Kaizo.
My point being, if you create something, be it a level or a game, to fill a specific role, whether it's well designed should be relative to based around that role. I'm not saying that there can't be some sort of standard for generally good level design, because there is, but I'm not gonna muk on a IWTBTG-styled level for killing me unfairly or putting a hidden jump block in an inconvenient position because it comes with the territory, but if the same type of level was made with the intent to make a completely fair, almost traditional Mario level, then based on that merit I'd say it's pretty badly designed.