Super Mario Maker 2 |OT| Make Your Own Witty OT Title | see threadmarks

What mode(s) do you spend the most time in?


  • Total voters
    499

jarosh

Member
Nov 30, 2017
43
I just played Drainpipe Drift, which I really loved! Simple but unique concept, short and sweet. Was this made by someone here?!


Honestly one of the best levels I've played. The part with the small spinies is nothing really new, but everything from the halfway point till the end is fantastic. Masterful execution.
Thank you! :)
 

Durden

Avenger
Oct 25, 2017
3,376
I’ll check it out when I get home from work. I love traditional Mario courses.

When you say yellow border are you talking about this?


This is a screenshot of the Course Info from your user info you can get from Course World by hitting Y uploaded to Twitter.
No I meant like these setup ups


It took me AGES to finish this level, but finally I have a new one :)

CJM-MPJ-4MG

This level was FANTASTIC by the way. Excellent work
 
May 27, 2018
815

Made a new course. It's more or less a sequel to Suntouch Sanctuary. Only different!
There are also 5 (!) bonus coins hidden in this course. So if you like exploring courses, this is for you.
You can take your time or pretty much run through most parts of the course, so play it however you like!

------------------------------------------------------

 
Last edited:

Lobster

Member
Jul 23, 2019
71
I couldn't kill the poor Goomba.
He was either trying to help, or so lousy a minion he kept helping me unintentionally.
Haha, I love it when I get comments on this stage because they are literally the best comments of any MM stage I've ever made. Who knew you could get so attached to a goomba? Someone even left me a comment calling me a bastard for making that stage! Lmao.
 

Wijuci

Member
Jan 16, 2018
1,192
And here is the final part...



Mario in SP4CE : The P-Switch Underground
ID: 3QS 5DC YFF

How will Mario be able to escape from THWOMP PLANET?

The final part, I think, is less shell-based, and more of a P-Switch escort mission. I hope you enjoy it.

The previous parts:
MaaaAario in SpaaaAAace! (V4T CFL 9DG)
Mario in Space 2: The Overly Complicated Sequel (R0B XHH XJF)
Mario in SPACE, Part 3: PLANET THWOMP (WQG R4S 01H)
 

Gotdatmoney

Member
Oct 28, 2017
7,467
jarosh

The Abduction of Mama Spiny has started to blow up. Just like we were all sure it would. Already double the plays and and likes of your first level. Congrats!!!

These things take some time before they hit their stride.

Oh man, thanks so much! High praise! Fwiw I just played Deep Space Excursion yesterday and really liked it :D
Thanks for playing. Worked on it for a long time so I'm happy some of yall are enjoying it.
 
May 27, 2018
815
Hey guys and gals. You boy money is finally back after a 3 week hiatus with my 6th level. I think this one has a really cool theme to it. I made a space level but it has a bit of a non traditional twist to it. I had fun making this one. Would love it you guys would play it and provide feedback!! I present:

Course Name: Deep Space Excursion
Course ID: 7DN-G2X-J3G
Really enjoyed this one. The asthetics and the gameplay are on point. I love the freedom the player has while collecting the coins, although there is surely a perfect route, so maybe if time allows I'll try to speedrun it. It's funny how Nintendo embraced the space setting in SMB3 underground by adding space-themed semisolids to the already fitting background. Nicely done, Money!

You've no idea how happy I am someone took the time to figure this one out. Thank you so much! :)

As for your comment, well, yes.

There is a secret within one of the three secrets you've already found. ;)
O.o I'll keep looking I guess.
In the meantime I got WR in your coin collection desert. That was fun. Although there are some parts I could improve, so I'll probably come back to this one (and add a lot more deaths). Good work!

I finished my next level! This one isn't some crazy story about the suffering of "insert Mario enemy here" that takes 2 weeks to make like my last one, nor is it an elaborate puzzle level...

Instead, I made a level that purposefully breaks level design rules, in such a way that its likely to be very controversial if a lot of people play it! I'm willing to eat the boos though, because it was a lot of fun to make! (And if for any reason people do in fact like this one, I may make another level that focuses completely on the twist lol)

This level is SMB3 Cut Ice Levels Corruption

Code is DH6-1P8-5MF
Holy cow! You did it. You unleashed the behemoth of a level. And man, it looks like shit (in a good way!). A lot of chaos is going on here and some parts can be a little big tricky because the course is just overloaded with visual clutter, haha. However, I couldn't finish it (yet), the final boss is kinda tough. Although there are basically unlimited powerups, I don't think there is a single space where you can take a break. Also after dying, the last checkpoint is kinda far away. I watched your twitter video defeating the boss, so I'll come back to this one after learning the dev strats.

It's an awesome course tho, very controversial and creative. It probably will end up in Super Expert tho.
 
Last edited:

Wijuci

Member
Jan 16, 2018
1,192
O.o I'll keep looking I guess.
If you can't find it, just to narrow your search, the room with the final secret is...

the one with the claws



In the meantime I got WR in your coin collection desert. That was fun. Although there are some parts I could improve, so I'll probably come back to this one (and add a lot more deaths). Good work!
Thank you so much for playing my levels.
I fear my best levels (the Déjà Boo ones and the Space ones) are not very speed-run friendly, which make them less popular to players like you, so I really appreciate you trying the other ones.
"The Hardest Working Mole Ever" and "The Super Slippery Icy Mountain" could be fun to speed run though!

The Gold Rush one I made quite rapidly so I'm not even sure of the best route. I guess getting the 3 big coins is the best strategy?
 
Last edited:
May 27, 2018
815
I fear my best levels (the Déjà Boo ones and the Space ones) are not very speed-run friendly, which make them less popular to players like you, so I really appreciate you trying the other ones.
"The Hardest Working Mole Ever" and "The Super Slippery Icy Mountain" could be fun to speed run though!

The Gold Rush one I made quite rapidly so I'm not even sure of the best route. I guess getting the 3 big coins is the best strategy?
Oh, don't you worry. There are courses which are fun to speedrun, so I'll do that. Other courses are not really designed for that, which is fine! I play both. Most if not all of my courses are not really speedrun friendly, haha. I will play your other courses eventually tho. Only thing I'm not really good at are Kaizo and Puzzle courses.
 

Gotdatmoney

Member
Oct 28, 2017
7,467
And here is the final part...



Mario in SP4CE : The P-Switch Underground
ID: 3QS 5DC YFF

How will Mario be able to escape from THWOMP PLANET?

The final part, I think, is less shell-based, and more of a P-Switch escort mission. I hope you enjoy it.

The previous parts:
MaaaAario in SpaaaAAace! (V4T CFL 9DG)
Mario in Space 2: The Overly Complicated Sequel (R0B XHH XJF)
Mario in SPACE, Part 3: PLANET THWOMP (WQG R4S 01H)
Ah, this was cute. I liked this one a lot more than part 3. Probably my fav along with part 1. (I didn't play part 2) Good job :)


Made a new course. It's more or less a sequel to Suntouch Sanctuary. Only different!
There are also 5 (!) bonus coins hidden in this course. So if you like exploring courses, this is for you.
You can take your time or pretty much run through most parts of the course, so play it however you like!

------------------------------------------------------

Another classic. I dunno how you pump out levels this good and never dip in quality. Just crazy impressive.

Really enjoyed this one. The asthetics and the gameplay are on point. I love the freedom the player has while collecting the coins, although there is surely a perfect route, so maybe if time allows I'll try to speedrun it. It's funny how Nintendo embraced the space setting in SMB3 underground by adding space-themed semisolids to the already fitting background. Nicely done, Money!
Thank ya for playing :) If there is an optimal run I don't know it yet but the level is doable in 2 mins and a bit based off of what I can do. That said, some of yall have grinded my levels to the point I have no idea how they were cleared that fast so we'll have to see.

I tried to make the middle section more open and explorable so I'm happy that came across. I really like what Nintendo did with the SMB3 semi solids. Opens up a lot of opportunities. Making this level gave me an idea for another one so maybe I can pump out my first classic :) They really as a whole added so much more to MM2 that makes you able to realize cool concepts.
 
Oct 28, 2017
7,432
Ok I don't normally care about plugging other people's levels, but this new level I just played I have to share I absolutely loved it. Single room puzzle level really clever I had so much fun figuring this level out.

76K-QL4-GCG

Played this guys only other level he uploaded too and that was great too really good use of chain chomps as the platforming gimmick and just the right level of challenge for my liking.
 

ManCityX

Member
Oct 27, 2017
1,468
Manchester, England
For anyone looking to play some more (mostly) traditional Mario levels

Three Stages of Hell

Collect the 10 pink coins in the first 2 stages (5 in each) to open up the 3rd stage.

W0V-369-T8G

Super Mario Bros. Endgame

Bowser travels through time to confront Mario where it all began: 1-1.

0HY-M7T-JYF

Stairway to Heaven

Hit the switch in the heavens to open the path forward.

3PK-Q22-NQF

Super M-Type

Classic Shoot ‘em up action.

M20-NJD-35G

Super Mario ABC

An easy and straight forward level.

K47-PH0-GBG

Yoshi Thai Cave Rescue

Yoshi is missing in a thai cave. Find Yoshi and bring him home.

58J-R57-44G
 

Gotdatmoney

Member
Oct 28, 2017
7,467
Couple levels from my backlog I wanted to try



I took in some feedback from Era users and made a second version (and killed a potential softlock in the process). I think I'm happy with this. I'm going to start trying to make some shorter levels now. 😃
Nice level. I liked the ascent into the sky world. Very creative. SMW works perfectly for the theme you were going for. I enjoyed this a lot. Will say I'm not sure what the inspiration for the boss battle was.

Spent a good number of hours making this course and don't regret it thankfully.
It's not too hard and should take at least a couple of minutes to get through. Would love some playtest thoughts if anyone feels like giving it a shot.

This level was dense. I have no idea how long this must have taken to make but it is really really good. You made a fun under water level which is already challenging enough. Keep up the good work.
 

AaronMT

Member
Oct 27, 2017
1,268
Toronto

Made a new course. It's more or less a sequel to Suntouch Sanctuary. Only different!
There are also 5 (!) bonus coins hidden in this course. So if you like exploring courses, this is for you.
You can take your time or pretty much run through most parts of the course, so play it however you like!

------------------------------------------------------

I like it! Once I got the clown car I went upwards over the ceiling of where you're intended to go.
 

Gotdatmoney

Member
Oct 28, 2017
7,467
Chyo, so I started making a spreadsheet of levels I really like from both popular creators, relatively unknown people, stuff people post here and stuff I found in Endless. My friend plays Mario Maker with some friends every week and so I am passing these suggestions to him for his game nights and figured why not post it here? Some of it is recent. Some of it is a bit older. Anyway, if there is anyone here who normally posts or is a lurker looking for stuff to play they can try these 20 levels. I only posted a maker once so it wasn't boring. ????? Means it was in Japanese basically.

I'm going to continually add to my list and when I bulk up another 20 I'm happy with I'll post it again.

And no, I'm not ever going to self promote myself in these lists cause that is lame. Have fun homies:



Edit: There we go, correct spelling lolol
 
Last edited:

Lobster

Member
Jul 23, 2019
71

Made a new course. It's more or less a sequel to Suntouch Sanctuary. Only different!
There are also 5 (!) bonus coins hidden in this course. So if you like exploring courses, this is for you.
You can take your time or pretty much run through most parts of the course, so play it however you like!
Hi, my name is Lobster Bad At Mario and I'm here to tank your clear rate! I died like thirty times, I'm sorry! I got as far as the checkpoint in the room with the podobos jumping and kept dying because platformers are just not easy for me. I wish I was better at platforming because then I could create cool levels like yours. I'll have to wait until someone makes a video about it so I can see your classic "twist." I loved the aesthetics. You're a pro at tying a level together with a few simple elements to make it look outstanding.
 

Lord Azrael

Member
Oct 25, 2017
1,937
I made a level based on Celeste! It's got some decently tricky platforming, as well as a bit of exploration. See if you can find all ten strawberries and all three large coins!

Celeste
MLQ-MBT-NTG
 

mclem

Member
Oct 25, 2017
6,429
So one annoying thing I've found about developing a puzzle level is that it needs an awful lot of playtesting. So many times I've stumbled on an infrequent bug just as I'm trying to do my upload verification!

(For future reference: If you're moving a Bill Blaster around, bear in mind that it's possible that it can fire at moments where it's not aligned to the grid. It seems you can usefully test this by instead dropping it onto a gentle or steep slope to see how it behaves in those situations)

(Also: Checkpoints and scroll stop can be awkward. I found a moment where the scroll stop didn't work - but only really noticeable *after* you start from a checkpoint, which you can't really do in the editor unless you're doing the upload verification)
 
Last edited:
Oct 25, 2017
1,463
So one annoying thing I've found about developing a puzzle level is that it needs an awful lot of playtesting. So many times I've stumbled on an infrequent bug just as I'm trying to do my upload verification!

(For future reference: If you're moving a Bill Blaster around, bear in mind that it's possible that it can fire at moments where it's not aligned to the grid. It seems you can usefully test this by instead dropping it onto a gentle or steep slope to see how it behaves in those situations)

(Also: Checkpoints and scroll stop can be awkward. I found a moment where the scroll stop didn't work - but only really noticeable *after* you start from a checkpoint, which you can't really do in the editor unless you're doing the upload verification)
Agreed. I’ve stopped uploading because I’m in a rhythm now where I’m working on three levels at once. I’m using the build process for each level to wipe my memory of the previous one so I can playtest better. Hopefully it works lol.
 

GokouD

Member
Oct 30, 2017
337
Reflected Dreams

CQX-SV8-8FF

I do like to make a rod for my own back. As if it wasn't hard enough making a level with only red and blue objects, I also made it symmetrical and downwards scrolling vertical...I think it might be a little on the short side, but that's because it was a massive pain to make! The only thing I'm not happy about is that I had to use the super slippy night snow theme, as it was the only way to get blue blocks on the left hand scroll stop. It's a shame that ice blocks don't count, as they are pretty much the same as hard blocks.

The real gimmick here is the music, which changes between the red and blue sides.
 

Lobster

Member
Jul 23, 2019
71
Reflected Dreams

CQX-SV8-8FF

I do like to make a rod for my own back. As if it wasn't hard enough making a level with only red and blue objects, I also made it symmetrical and downwards scrolling vertical...I think it might be a little on the short side, but that's because it was a massive pain to make! The only thing I'm not happy about is that I had to use the super slippy night snow theme, as it was the only way to get blue blocks on the left hand scroll stop. It's a shame that ice blocks don't count, as they are pretty much the same as hard blocks.

The real gimmick here is the music, which changes between the red and blue sides.
This sounds like another instant classic! I'll check it out this evening. Maybe I should think about playing with color... But that feels so derivative when someone I know is doing it.
 

ferunnico

Member
Oct 29, 2017
76
"Rainbow Rush Galaxy" by GokouD is MakerEra's latest Course of the Week winner!



You can submit a course for the next Course of the Week contest until Friday, August 9th at 6 p.m. ET.
Head to the #cotw-submissions channel on our Discord server to submit your course.

Only courses that have been uploaded after 6 p.m. ET on Friday, August 2nd will be accepted!

 
Last edited:

mclem

Member
Oct 25, 2017
6,429
So one annoying thing I've found about developing a puzzle level is that it needs an awful lot of playtesting. So many times I've stumbled on an infrequent bug just as I'm trying to do my upload verification!

(For future reference: If you're moving a Bill Blaster around, bear in mind that it's possible that it can fire at moments where it's not aligned to the grid. It seems you can usefully test this by instead dropping it onto a gentle or steep slope to see how it behaves in those situations)

(Also: Checkpoints and scroll stop can be awkward. I found a moment where the scroll stop didn't work - but only really noticeable *after* you start from a checkpoint, which you can't really do in the editor unless you're doing the upload verification)
Further Bill Blaster off-grid investigation:


Flying podoboos (at least, presumably other projectiles too) behave differently if they clip a block immediately on being fired or one block later.

No idea quite what to make of this!
 

Simbabbad

Member
Aug 1, 2019
15
Here is a level I spent a lot of time on (and even more on its sequel, currently in the works):

Super Recto/Verso Land 24P-217-J0H



The concept of the level is sort of 3D since every time you take a door, you go behind the scenery: areas without ground or background will therefore be strictly symmetrical, but everything else will have some differences that you'll of course have to exploit.

The level is actually not too hard - it used to be harder on puzzle and exploration, but I chose to favour flow over everything else.

I ran through a few of your levels. Got the WR on Stone, Fire, Spikes and Magic. Great little speed run level there. Old School Super Mario Outpost was great too. Felt like a world 6-8 SMB1 level. Maybe a few too many hammer bros but that's about my only small issue.
Thanks for playing! I'm happy about Stone, Fire, Spikes and Magic - it's a level I uploaded at a bad moment, and it hasn't seen much action or love despite the care I spent on it.

About Old School Super Mario...

Simbabbad I played your 2nd Old School Super Mario course and I really liked it. It definitely feels like a Lost Levels Style Course. A little heavy on the Cheep Cheep near the end, but I persevered.
I actually intend to reupload the entire series after some slight modifications on each, that's why I removed the link in this thread. I intend to fix the flow, improve speedrun compatibility/enjoyment, and remove some enemies that break the pacing (including the too many Cheep Cheeps near the end of Cliffs). Plains is way too loaded for a first level, for example.

I did a good thing and a bad thing today and I'm not sure which is which?
I loved Splatterglup Swamp, even if the underwater area is a bit too long IMHO (great concept, though). I really loved the swamp area.

Spot the Difference is amusing, but it's too easy until it's too hard (after taking the door): I didn't see a thing in the end and won by luck. It was still fun, though!

Suzanne’s Sky
FY1-YGJ-D0G
It could use some solid ground IMHO :-) it's a fun obstacle course, but I prefer it when levels offer some sort of freedom.

Played a couple of your courses yesterday and WR'd. I really like your traditional courses and I recognize you from Super Mario Maker 1 and Neogaf. Glad to see you return for the sequel.
Thanks! I should update a few of them, then start uploading new ones soon!

Made a new course. It's more or less a sequel to Suntouch Sanctuary. Only different!
There are also 5 (!) bonus coins hidden in this course. So if you like exploring courses, this is for you.
The first half is really fun, with an atmosphere that reminded me of Ducktales (a bit slow, maybe), and then the second half was just brilliant. Well done!
 

Lobster

Member
Jul 23, 2019
71
I loved Splatterglup Swamp, even if the underwater area is a bit too long IMHO (great concept, though). I really loved the swamp area.

Spot the Difference is amusing, but it's too easy until it's too hard (after taking the door): I didn't see a thing in the end and won by luck. It was still fun, though!
Thanks! Yeah, I'm searching for that "perfect" level and I haven't found it yet. Eventually I'll make the magic.
 

Gotdatmoney

Member
Oct 28, 2017
7,467
After failed attempt after failed attempt I finally broke through and got the bronze medal in endless Expert. Getting close to the end of my run since I'm low on lives but I managed to do it and it's a relief. I was so bummed when I died at 42 and didn't get the medal a few weeks back.
 

GokouD

Member
Oct 30, 2017
337
Yet more of my BS: No Time For Cold Feet
T7R-YH9-5JG


I honestly hadn't made a shoe level yet.
So I did.
Simple but fun, I like it.

I made a level based on Celeste! It's got some decently tricky platforming, as well as a bit of exploration. See if you can find all ten strawberries and all three large coins!

Celeste
MLQ-MBT-NTG
You've done a really good job capturing the atmosphere and platforming style of Celeste, I couldn't finish because I suck, but it wouldn't be Celeste if it was easy!

Here is a level I spent a lot of time on (and even more on its sequel, currently in the works):

Super Recto/Verso Land 24P-217-J0H



The concept of the level is sort of 3D since every time you take a door, you go behind the scenery: areas without ground or background will therefore be strictly symmetrical, but everything else will have some differences that you'll of course have to exploit.

The level is actually not too hard - it used to be harder on puzzle and exploration, but I chose to favour flow over everything else.
Wow, this is great, it must have taken you ages! A concept I've never seen before. Fantastic sense of exploration and perfect difficulty for this style of level.

Yoshi's Sandy Bellyslide Coaster
RXV-K3D-L7G
This is actually a pretty cool take on an Auto Mario level, good job making the NSMB style look nice too!

My Reflected Dreams level has had a brief spell in the chart, but it seems to have died a death! Oh well, you can't win them all ;)
 

Simbabbad

Member
Aug 1, 2019
15
Haha, wow, thank you very much!

Actually, I was about to reupload a lot of those to correct a few imperfections, improve the flow, and make speedrunning more fun.

In fact, I just uploaded the final version of my Old School Super Mario series:

Old School Super Mario (Plains)



The first level in the series mixes different early level archetypes, 1-1 of course, 1-2 and 4-1. It allows different styles of play and different routes. I corrected it to be more welcoming and enjoyable by newcomers.

Old School Super Mario (Cliffs)



The second level pays homage to cliff levels (1-3), "bridges and fishes" levels (2-3), and a bit of 2-2 (underwater). It's still very classic, but I exploited the different SMM behaviour of Cheep Cheeps for a fun mechanic: will you fight or will you flee, will you risk going to lower areas to grab powerups? I corrected enemy placement at the end.

Old School Super Mario (Outpost)



The third level pays homage to the later levels of Super Mario Bros. so it's challenging, with precision required, but it's still very manageable. It has secrets if you want to mess around a bit. I improved it by removing unnecessary enemies and improving flow.

Old School Super Mario (Castle)



And finally, the final level, a Castle level of course, here again paying homage to the later castle levels in the original Super Mario Bros. ("puzzle"/"Ghost House" part included). It hasn't been changed since its first edition.

It may not look like it, but it's actually hard to make classic original Super Mario Bros. levels in Super Mario Maker, because you have to understand how they work, and translate that into Super Mario Maker physics, which are totally different from classic Super Mario Bros. physics.

Three Stages of Hell

Collect the 10 pink coins in the first 2 stages (5 in each) to open up the 3rd stage.

W0V-369-T8G

Super Mario Bros. Endgame

Bowser travels through time to confront Mario where it all began: 1-1.

0HY-M7T-JYF

Stairway to Heaven

Hit the switch in the heavens to open the path forward.

3PK-Q22-NQF
I absolutely loved Three Stages of Hell: it looks great (I love NSMBU castles), it's interesting, the difficulty and flow is perfect. Well done!
The idea of Super Mario Endgame is fun, but once you get into the Clown Car, the level seems awfully empty since you're in the air and there's nothing there.
Stairway to Heaven is fun at the begining, but after you open the switch, it feels less open and natural. Players that miss the raccoon leaf and boot enemies can be stuck, too. Also, the winged platform is sort of annoying (a lot of people died there, apparently).

Yet more of my BS: No Time For Cold Feet
T7R-YH9-5JG
A lot of Super Mario Maker levels are too long, and this isn't one of them ;-) I loved the level, but it felt a bit short (it's a good sign)! Difficulty is great: I lost my shoe at the big Hammer Bros. at the end, but I could go back to get one from the pipe.

Starting with a spin jump is risky. Also, it's a bit too long to go from the beginning to the part where you died.

Reflected Dreams

CQX-SV8-8FF
Brilliant, it reminded me of Binary Land on NES. It's really hard to make that sort of concept feel natural, and not sacrifice gameplay to the gimmick. Bravo!

Yoshi's Sandy Bellyslide Coaster
RXV-K3D-L7G
I'm usually not into automatic levels, but that one looked and felt great!

Wow, this is great, it must have taken you ages! A concept I've never seen before. Fantastic sense of exploration and perfect difficulty for this style of level.
Thank you! Yes, Super Recto/Verso Land (24P-217-J0H) was really hard to design, especially to fine tune. The earlier versions were way too confusing.

The sequel was even harder to design since it's bigger and inspired by Luigi's Mansion (the concept works great for a haunted mansion), the non linear aspect of it works thanks to pink coins. I'll publish it soon, I hope.
 
Last edited:

mORTEN

Member
Dec 3, 2018
28
Very hard but fair and short speed run lvl.
I made an effort with the look and feel.
“Stay Cool”
Course ID: MGD-H08-X9G
Maker ID: CC3-RL5-C1H
 

Lobster

Member
Jul 23, 2019
71
I have a silver Weekly Maker Points medal again and I don't know why or how. It just happened when I turned on my game this morning. Weekly Maker Points are a complete mystery to me. That's like twice in a week, but I guess technically two weeks in a row. I have been getting a lot of likes and comments but my Maker Points were stagnating. I don't get this game at all.
 

Gotdatmoney

Member
Oct 28, 2017
7,467
Very hard but fair and short speed run lvl.
I made an effort with the look and feel.
“Stay Cool”
Course ID: MGD-H08-X9G
Maker ID: CC3-RL5-C1H
The kicking the shell into the on/off block part is too finicky for me. It just keep going into the lava and I find it more frustrating than fun. The part after the thwomp I'm not sure what you are suppose to do. There are no indicators on what is next. Just a pit that is extremely tight and then when you cross it nothing says what to do.
 
Last edited:
Nov 4, 2017
187
Bought on the store.

Tried playing.

Why is the spin jump on a shoulder button with no option to put it back where it belongs?







This is a massive pain in the ass.
 

mORTEN

Member
Dec 3, 2018
28
The kicking the shell into the on/off block part is too finicky for me. It just keep going into the lava and I find it more frustrating than fun. The part after the thwomp I'm not sure what you are suppose to do. There are no indicators on what is next. Just a pit that is extremely tight and then when you cross it nothing says what to do.
Thanks for your input. Will take a look at it.
You’re supposed to briefly let go of the run buttons as you come to the shell.
After the thwomp you wait at the lava. A grey shell will pop up in the lava.
 

Gotdatmoney

Member
Oct 28, 2017
7,467
Thanks for your input. Will take a look at it.
You’re supposed to briefly let go of the run buttons as you come to the shell.
After the thwomp you wait at the lava. A grey shell will pop up in the lava.
You should put an arrow so the player knows what they are looking for. I got to that part about 8 ties and died because I didn't know what to do.

Edit: Okay now that I know what I'm looking for I saw it. That's way too ambiguous though, you need to telegraph that better.
 
Last edited: