A promising start in world #1 so far, even though I found almost every star on the very first playthrough. There's only two things I would change:
- I knew from the very first attempt how to solve the puzzle with the pipe but still had to play through the level three times.
- I'd like to have someone - a scout or a native perhaps? - greet my character in the hub and tell me few words about this world.
Looking forward to seeing how you provide the sense of exploration in the other worlds
Is there a chance that you will publish a new version of SMB: A New Beginning
edit: Apparently not
Well, I'm going to provide additional feedback anyway, in case development continues one day or someone wants to make an episode based on this one. It's been a while since my last SMBX session, so this feedback may not be totally accurate. /edit
- Same issue as in 1-2: In 2-1 but only after I had inevitably messed up. So I had to repeat large sections of the level again. I suggest you place puzzles like these closer to the beginning of a level. Maybe in this case you can just swap the aforementioned puzzle with the first star puzzle of the level...?
- 2-2: I think this is the first level where the game shines with the exploration elements
Hmm... Not sure what to say about this one... It may have been a while since my last session, but this world seemed rather unspectacular, except 3-3. Perhaps the stars that are really easy to find should at least be protected by "switch enemies". Also, I'd appreciate if there were at least one leaf in 3-1
In any case, it was nice to find out
This one I liked better, both in terms of difficulty as well as regarding hidden stars
You might want to add a few sniffits or ninji / sniffit combos to make 4-1 still a little bit more difficult. In 4-2, I found
pretty intense. 4-3 I liked best - gimmicks, difficulty, hiding-places of stars, everything edit:(Come to think of it, the gruesome fate of the Toad expedition doesn't fit the spirit of Super Mario at all. Hopefully Miyamoto will be okay with this.)/edit However, now I'm not so sure anymore whether I could still recommend this episode to children...
I might have been lucky there, though. And, nevertheless, an impressive level
Trivial bug in 4-2: If at one point you come out of the pipe and then walk to the left, you walk through an invisible pipe to the previous section (but it only takes a couple of seconds to return).
Should've jotted down my thoughts immediately... Ah well, this is what comes to my mind:
- 5-1: Pretty harsh to make the player Personally I found this frustrating rather than challenging, but then again, I always try to find every single secret in an episode. Good thing you can get boots for free in the Toad house later on.
- 5-2: Getting that second (?) Star was intense! I liked that! What I did not like was the need for a if you wanted to collect the third (?) Star, because there are none to be found in the entire world.
- 5-3: The first time so far that, on my first playthrough, I was clueless as to the location of the first Star. I only found it on the second playthrough. Usually I really dislike Unfortunately, there's one very annoying design flaw in the sequence of the If you jump to the right in order to avoid the two podobos, Toad will briefly grab the ledge and then fall into the lava - unfortunately I don't know how to describe the phenomenon more accurately right now. Feel free to ask me about it later. About the boss fight, I suggest the area of the boss be flat. As it is, you just need to
- The Fish'n'Bone* in the hub is hostile.
- 6-2 Minor bug: If you dive to the bottom left corner, your character will fall into a bottomless pit, as if the water was really air.
A welcome rise in difficulty Star-wise it's still rather easy, though. Regarding enemies and obstacles, I particularly liked You might want to add some more in this area, or even have the bullet bills fire indefinitely and randomly (I think I saw this in The Invasion 2). Additionally, you could make the spiked fish* spin-jumpproof. About star hunting, I found the puzzle with the pseudo-breakable blocks rather mean, because only a few players will , and everybody else will have to repeat the level. I suggest that the ?-blocks, which distract the players, be removed and a left arrow behind the pipe be added. Or was that puzzle shortly after the save point? In that case, never mind - though it does hurt me to voluntarily have my character jump into a bottomless pit :-/
- 6-2: Okay, this is the first level that felt like a challenge to get through. The entrance of the hiding place of the first star I would shift to - after all, this is world #6. Never found out what the green switch was for, but so long as you don't need it to find the third star, that should be alright.
- 6-3: That first section was intense! Note, however, that you can one-shot the boss by Also, the mini boss was quite laggy until I destroyed one of the sparkies*
At last we get to see fire-spitting piranha plants* and para-piranah plants* (again?)!
And yet, I believe That third star in 7-2 is very difficult to find when compared to most of the other stars so far. Still fair though, because you can tell by the first two stars where approximately the third star must be hidden. Regarding the boss, that has been by far the toughest fight so far! However, those shy guys seem to make the battle easier rather than more difficult, because
A nice change of climate in every respect
- You really had me worried when on my first attempt at 8-1 I didn't find a single star! However, on my second attempt I realized that my first suspicion about was right. The puzzle regarding the red scorpions might have taken me a while, but thankfully I soon If I remember correctly, two NPCs there had typos in their speech.
[*]What I especially like about 8-2 is
[*]8-3 In my opinion, the guardians of the stars (if any) should put up for more of a fight. All in all on the easier side when compared to other boss levels - except the boss himself: I think I lost more than half a dozen 1ups to figure out that
9-1: Having to beat the entire level in one go whilst finding hidden red coins - that felt cruel at first, but, retrospectively, it was manageable.
9-2: Exploding seagulls, seriously? ^^ Anyway, nice level
I was going to suggest that the first checkpoint be removed to the start of the section with the ride on the moving platform. However, now I see that it should stay where it is. The second star seems to be very difficult to get, even when you know what you're doing. Indeed, I had to resort to a very painful way of getting all the way up. Oh, and unless I missed something, please do not encourage the players to sacrifice the ice flower in order to get the two 1ups. Also, once so far, one of those horizontally moving platforms seemingly prevented me from jumping. I guess it was during one of those split seconds in which the platform starts moving again and the character flinches.
9-3: It's unfortunate indeed that the chainsaw can become out of control and make the level unplayable. I strongly suggest that, to compensate, you add a checkpoint right after the sewers. Also, nice job to create that labyrinth there
10-1: My favourite level so far
10-3: I never found out what the hidden sideways pipe in
was for, but I really didn't feel like trying to get a flying implement all the way there. You might want to let Bowser speak a few words before the battle begins. After all, you're facing the evil guy who started it all.
11-3: I don't see how you can get that first star and remain unscathed afterwards. Also, there's a glitch right after the first checkpoint: If you climb all the way up to the second Hammer Brother, you can jump offscreen onto the wall - and get smashed by the stomping pillars. Really liked the sections though, and also the "leaps of faith" over the piranha plants
Major bug: Once so far, the stakes rising from and sinking back into the lava can sometimes hurt you for no apparent reason. I believe the issue only occurs if you keep running against the edge of a stake.
I appreciate your efforts in creating an episode that puts a stronger emphasis on exploration
In a few cases, I would have wished that the items needed to reaching a particular star would have been more readily available. However, I do understand that you want to make Racoon Leaves a relatively rare item - a slowed descend always gives you a major advantage in a Jump'N'Run, after all.
In my opinion, most of the stars in later levels should be better hidden, or at least better guarded.
All in all a smooth difficulty curve. It's still enjoyable for an experienced player like me, but I would have appreciated if, during the first half of the episode, there had been more enemies that put you under pressure, like Venus Fire Traps.
In any case, I wouldn't recommend this episode to children because of 4-3.
If you continue development, I'd focus on reworking World #3 and add a proper ending (supposing that I didn't miss anything)
generally add a few friendly NPCs for storytelling, and a few checkpoints. Anyway, your episode deserved getting featured
*Can't remember some of the NPC names right now.