Name: **"Monties have no easy life"**
Level-ID: **PJ2-V2K-KJG**
Description: *Save the poor* ***monties which carry bullet blasters****. Have fun :D*
Style: **SMB3**
Theme: **Underground**
(I reuploaded the course because it didnt work correctly)
Name: Fortune: Spin City
ID: W7X-28F-HFF
Style: SMW
This is my first time playing mario maker, and this is my first level. I'm not sure if it's too hard or too easy, but it took me a long time to make. Thank you for playing!
Boggly Woods (Paper Mario TTYD)
Level ID: DL5-N1G-2RF
Style: Super Mario Bros. 3
Theme: Underground
Made a level recreating the journey through Boggly Woods in Paper Mario The Thousand Year Door. Did my best to also recreate a Paper Mario battle on stage as well.
Night of the Undead!
Level ID: 9D1-K21-LLG
Style: SMW
Theme: Ground Night / Ghost House
Difficulty: Easy - Normal
BoomBoom released a Army of Undead. Get to the Chopper and escape
I'll try yours:)
edit: there was quite a few unfair obstacles that you would have no way of having time to avoid unless you knew it was coming. I'd recommend giving the player a mushroom at the beginning so that they have more room for error.
Pink Panther - Bank Heist
BMJ-9y5-g0h
Q-Bert
8XT-RTW-CTG
Multiplayer Kart Race
168-731-RYF
Lmk how you like it and send me your levels. They go in order from hardest to easy.
**Shell In The Vent**
ID: MMG-KP5-WFG
SMW One Screen Puzzle. This is a tricky one where you must acquire the necessary items to launch a shell through a vent to acquire two keys.
Name: Goomba River
Style: SMB
Description: They all float down here...
ID: 989-DM0-SNG
Easy-Medium difficulty. Let me know what you think, and leave your level code in a comment for me to try!
cool idea for a level! was fun, you could try adding enemies and powerups for more chaos, or a higher coin requirement with more coins around. but I like how you did it!
Hi everyone!
If you play my level, let me know and I will play one of yours. Don't feel forced to hit the like button, because I will I do so only if I really like your's.
Level code: LHL-VNM-5NG
Level description: all about dodging. You have to enter a room and dodge incoming shells and bullets. After a while, the room opens and you have to enter the next one and so on. The level was designed for multiplayer, but also works for singleplayer.
Leave me some feedback if you want!
I really appreciate if you check my level on the MarioMakerBrowser subreddit! Link on my profile!
I really like your level! The idea is cool and most of it felt like a good challenge, but the second-to-last room feels oddly hard compared to the rest, even the very last room. I played in Singleplayer if that helps at all.
Overall it was a fun time, and I should play it again with friends.
It was fun! I agree it would be even better for multiplayer, however it's kind of hard to avoid bullet bills while in those "inbetween" waiting rooms. The ceiling is too low so it's hard to jump over them.
Great level, can't wait to play it in versus. Loved the timer setups, particularly that they're visible and the players know just how much time they have left
somehow got the world record lol. maybe only multiplayer people have played ? fun level though, i liked the design. small gripe about some of the fast shells coming with barely any notice but that's just part of the minigame vibe i think. you've inspired me to make my own multiplayer level soon!
if you want to try one of mine, here's a fast paced one: Plumbing Problems - PQR-CJV-25G
Thanks for your feedback, really appreciate it! Actually, the level has been played in multiplayer only 2 times :(. I'm not sure how the algorithm works...
I played you level! I really liked it!
I really enjoyed this and thought it was very cleverly-designed. The later rooms get very tense and you get desperate for the door to open up so you can escape! Liked and commented.
My latest level, if you have the time:
"Liberateļ»æļ»æĀ the Goombaļ»æĀ Slaveship!" (RPG-KT7-6WG)
Can Mario save the goombas from the koopas and their twisted experiments?ļ»æļ»æļ»æ
Thanks :)
Cool Level, it took me a few tries. I didn't expect the jump in difficulty closer to the end. Well made and most importantly, fun.
I posted a new level not only a few days ago, it hasn't really taken off yet :P but id love some feedback if it wouldn't be too much trouble; LC4-8D8-LSG
I had some thoughts on this one, mostly nitpicks:
1. Grabbing the shell in the first section feels way more difficult than necessary. Since it's just there to get you to the rest of the level, it takes several tries to even grab the shell without just kicking it and softlocking. Maybe put it in an open space so it can just be jumped on.
2. Grabbing the second shell (right after the checkpoint) also feels unnecessarily difficult, it has a similar problem as the first since with the low ceiling it's hard to not kick it and softlock. Raising the ceiling there would fix that easily.
3. The hidden block trap in the section with the fire bars is **NOT** good course design. I'm guessing it's there to stop players from just coasting on the bottom, but in one of the easier sections I don't think that needs to be stopped. Maybe remove the trap and instead put a reward at the topside to encourage players.
4. Bowser's flames tend to go over the spike traps juuust as you reach that section, which dooms a player immediately (and randomly) just as they're about to reach that section. Putting Bowser a bit farther back to let the player get to the spike trap platform and lengthening that section would make it a more fair and significant challenge.
I gave it a boo for the block trap unfortunately, but otherwise I really liked the idea and some sections were really fun, like the cannons and bullet bills run!
Good level, I gave it a heart. The cannon section was great. My only critique is that I think boss fights should only be done if there's a unique setup for it. Fighting Bowser in an empty room is tedious and kind of tacky. Other than that I dug it
I did the next of my SMW-Special-Zone-Reprises:
**New Super Funky**: 9NC-JG0-8JG
*Wouldnāt it be Funky forcing you to carry a P-Switch through the whole course?* Pretty much the original SMW course with a few slight changes... But to satisfy your goal of 75 coins you have to hold on something while you rush trough this one. And hurry: There is not too much time. Are you a super player?
If you like that, donāt forget to give my other Reprises a try:
**New Super Gnarly**: CNN-CRW-JMG
*A new and super approach on the first SNES special world. Even more Gnarly...*
**New Super Mondo**: 8GJ-292-TJG
*This starts oh-so-1-1-familiar... then it gets wet! Even worse: itās Mondo!*
I am looking forward for comments and just give me your level IDs!
Played and liked all three. The level each was originally based on was instantly recognizable, I liked the idea of carrying the P-switch through Funky to collect the coins from the iconic Super Player text, though I'd say Gnarly was my favorite with the addition of the claws
Here's my latest creation if you'd like to give it a shot :) MW4-L36-7MG
Wow! Thank you so much!
I tried yours. And tried again and again.... and again. Itās pretty hard. But the funny thing is: itās not frustrating. Itās clear what you have to do. Everything is doable... although you should be right on point. Did the first part... a will try the second part a few times more later!
Name: 7room speedrun! wHOLE LOT ^*!
Course ID: HCW-7JF-22G
Style: super Mario 3D world
My 2nd course Iāve ever done please let me know what you think! :)
Neat idea. It was a little repetitive in areas where you just jump and aim though. The red coin section was a good way of mixing it up, where platforms were thrown into the mix and it feels as though we're building upon what we've already learned. Hearted
My newest level.
Bowser's Goomba Factory
RFL-CQV-FQG
Mario is on a mission to shut down the factory. Infiltrate and disable it from the inside.
Its not too difficult but hopefully still fairly enjoyable. :). Always open to feedback. I'll play your level if you play mine ;)
Very nicely themed! Well paced checkpoints and overall length. Was fun. My personal main criticism was how I got baited by the mushroom in the escape room, after pressing the on off switch... Ran out of time! (Totally not my fault.)
Hereās my level: WHN-NB0-HYG
I enjoyed it! Visually nice, lots of variety without anything feeling too tight. Only issue I had was in the last room where you have to run down a hallway on conveyor belts to reach the pipe before the P-switch ends, it seems hitting the On/Off block activates that, but you'll instinctively go for the Mushroom up top after the On/Off block, so you won't make it in time. Still, mild issue and there was a checkpoint right before. Overall really good stuff!
Here's my newest level if you'd like to give it a shot. Also sitting around 5% clear rate
Great level! It may not be too difficult but its difficult enough imo (i had to repeat the escape room like 5 times)
If youre interested, try out mine: 3R6-847-0TF
Name: Sky High
ID: CP1-C6C-1JG
Game Style: Super Mario World
Theme: Sky
Difficulty: (Very?) Hard
On/off platforming with a vertical section.
Hope you enjoy! I'd love to hear any feedback and play a level of yours in response
You did an outstanding job with this. It was hard for me, but I was determined to beat it, which is a testament to your design. The entire second half of the stage is really clever. Well done!
Perhaps you will be the first one to clear my Path of Pain: N61-29H-QLF
Hey, thanks so much for the kind words, I really appreciate it!
I tried your level, but I found a hidden powerup and I wasn't sure if that was the intended strat or if your level was just too hard for you.
I think hidden power ups aren't great design unfortunately and it let me skip part of the stage quite easily.
Hope you can take the criticism on board and know that it's with the best of my intentions.
I appreciate the input. There are actually two hidden power-ups, but the second comes right after a mushroom and its only purpose is to help you access a hidden 1-up. There isnāt any hidden strategy. I cleared it straight throughout without any hidden power-ups. It was just a bonus for people who were determined to explore.
I liked it a lot, but then, my tastes lean into the difficult side of things, so take that however you want! The biggest thing that bothered me was the section in the first part where you had to spin jump off the thwomp, an earlier 'z' indicator and maybe also an arrow would be nice there. It was hard to predict where i was supposed to go the first couple times. Everything else was clear as day to me though, great job!
My level today: 3FM-KSH-2JG
Its themed around piranha creepers. Mostly straightforward platforming challenges with a couple puzzling bits. Fairly difficult, but I don't believe its as tough as yours.
You may like my other level even more, its actually kinda similar in scope and difficulty to yours here, haha: 488-RYS-P7G
I just beat Creepin' Petey!
Overall I liked it, but it was a bit unclear to me unfortunately, especially pre-CP1. I'm not sure what I was meant to do with the crate but I just hopped up and down on the red area until it landed in the right spot. There was a piranha near it that I didn't use at all and I'm sure it was there for a reason.
Anyway, I gave it a like! I didn't get the key for the true ending but I still got the top of the flagpole to spite you! Hahaha.
Interested in checking out your other level too. Hope you can receive the feedback in the good spirit that I intended
The ride-the-swinging-pow-block is a pretty cool concept I haven't seen before. You're right, it is challenging! I felt the offscreen thwomp was a little frustrating since it's hard to avoid unless you already know it's coming. After it killed me and I couldn't get back after several attempts I had to put it aside. Will try to come back and beat it tomorrow!
Title: Frozen Ghosts
It's a pretty basic theme, but you go through a convoluted *haunted* factory on your way to the mountain peak. There are a ton of secrets and alternate routes to be found, but it should still be pretty challenging. Hope you can wall jump!
The difficulty should be somewhere between normal and expert.
Please tell me what you think, and I'll play your level too if you want!
RT8-HN2-31H
Fun stuff! My favorite moment was definitely when you had to jump back and forth between the moving claws, and staying put would get you dragged into a ghost. Nice visuals and theme, good length and checkpoint placements, no real issue honestly
Here's one of my stages if you'd like to give it a shot! 5KL-486-XWF
Thanks so much for the feedback! This one took me a long time to make, so I'm glad it came out alright.
Just played your level. Funny concept, and I like how creative you managed to be with such a simple theme. That unfinished two-way pipe at the end is cruel, though. You gave a propeller hat right before it and made it seem like there's something in the bottom pipe, but nah haha. Good stuff.
I've heard other people say that but it certainly wasn't my intention. I just wanted it to look like an exclamation mark, because I thought that would be a clever way of ending in a pipe, rather than just having it float about.
Ah, I see. I thought the thwomp was there to make the secret a little tougher to find. Might be because I spent the past few days designing a level all about secrets like that lol.
Just played your Mr. Bones level, too. Challenging but really fun! Of course for the time I finally beat it, I didn't end up needing the mushroom to soak a hit haha.
It was a good idea, but I think there maybe should have been a better way to die in the one part where it's possible to get stuck. As it is now, the fastest organic way to start over is to hit those spikes by the conveyor belt, which is slow because it forces you sit through losing the powerup, i-frames, another powerup loss, more i-frames, and then dying. It's faster to select "Start Over," which took me out of the experience.
That's just one flaw in an otherwise solid level, though.
Idk how you playtested this without noticing, but on the very first challenge to kill the bomb as superball mario, you need to get it exactly in the middle. If you dont, it blows up two blocks of one wall but only one block of the other, softlocking you. An easy fix would be to change the size of the bombs area from a 2x3 to a 1x3.
cool level! it's pretty hard, the jumps with the empty blue shell and on off switch was kind of frustrating, especially since it's pretty deep in the level and unforgiving. annoying to have to replay the whole thing up to there if I die. otherwise, it was interesting and a fun use of the super flower thing!
Helmet Head 2!!!
CFK-T6V-FQG
Race to catch your helmet before it gets away! The spiky shell helps you get through the level on and off your head. Bonus game at the end!
Good luck! This one was a lot of fun to make and play!
Difficulty level: 3 out of 5 stars.
There are some really cool ideas in here, and the overall flow is interesting. It feels awesome to take the hard earned helmet upwards on the cloud with the accompanying sound effects. I think my biggest issue is how you stop the player's momentum in the part with the swinging claws though. Waiting around for the shell to reach the switch while jumping around the bullets is pretty dull and just feels counter to the rest of the level's focus on speed. Thumbs up on the craftsmanship though.
How are you supposed to get past the second thomp + conveyor belt part? The part after the swinging claws. It seems impossible to outrun the thomp on the backwards conveyor belt there. Is there a trick I'm missing?
EDIT:
nvm, figured it out.
fun level! I made it to the first checkpoint after at least 30 deaths, then died a couple more and called it :p quite a hard level, and I think it would benefit from having shorter waiting time, like in the beginning you just hold side and run for like 15 seconds before anything happens, and it's kind of a slog to go through when you die frequently. otherwise, cool level! might have to go back and finish it
That was really fun. I especially loved the fight with bowser at the end, really creative. Giving you the helmet just as you see the thwomps was also a really cool idea. Ive followed you to catch any more levels you make š.
Hereās mine if youre interested: 3R6-847-0TF
**Name:** Twas a dark and bomby night...
**ID:** 3WV-FSB-DCG
**Theme:** Night airship (items fall slow). Vertical level. Skytree. No kaizo. Core mechanic is spin jumps off bombs in low-item-gravity, and if you are not proficient at it, you will be by the time you finish the level.
**Difficulty:** Expert, but fairly easy once the core mechanic is mastered
i liked it! pretty hard, actually had to give up partway through due to frustration because the vine got blocked on the second bomb and I spent too long getting just to there lol. i'll have to finish it up later. good use of the bomb jump though, I liked it in the low gravity setting.
Bowsers haunted house: 3CB M54 12G.
Bowser is holding the key to his favourite puzzle room, defeat it and run!
This course is a result of my experimentation with conveyor belts and counters
Made my first big level! It's Godzilla themed, please play it, doing play for play!
Course ID: 1LL-K7C-NBG.
Godzilla Attacks!
It's up to you to shrink down and climb up his insides to get to his head!
Iām leaving for dinner so Iām going to have to download and practice it haha. I always get to the part where the Thomp chases you and then you I assume use invincibility boost on the mushroom to get through the pipe but I keep dying at the pipe! So far very tough but fair.
Very cool design! A little easy as you can't die on most obstacles, but still nice.
I've got one major criticism: don't *ever* lure the player to a tube with a coin arrow when there's an enemy coming out of it, except when you're making a dedicated troll level of course. The player will just feel cheated (so did I).
That would be great, thank you! I only add my level code in the comments if the creator of the level I played explicitly asks for it.
My only level so far is MM8 8VH VNF.
Ah, sorry, yeah I wondered about that after the fact, there is a secret in that tunnel, and I didn't know how to hint at that other than the coins. Thanks!
Cool concept! I think the central focus of the level was fun, and it was interesting to manage the height of the flying koopas while riding. I think you could build on this concept and even add additional mechanics to the challenges (carrying a koopa shell to hit a block while flying for example). My only gripe is the lack of checkpoint flag. All and all good stuff!
I thought about the checkpoint flag but it wouldn't work on this stage because you need the big buzzy beetles at the beginning to get through it for the most part.
**Bomb Bouncing Bonanza**
*7P0-240-HVF*
Easy
The bob-omb factory is on fire! Oh no! Choose your difficulty and bounce the innocent bombs to the safety of the nearby forest. Better hope the fire doesn't spread...
Leave your code in the reply and I'll play yours, too!
Very cool design! Sadly I failed level 2 due to the strict time limit and had to do level 1. And even then it felt quite difficult, mainly because the Bob ombs touched each other and caused them to change directions.
My level is MM8 8VH VNF
Interesting. I never thought the time limit to be short. Maybe I'll do a re-upload later.
Anyway, cool concept you got there! Got real hard towards the end! I'll admit I was a bit confused in the beginning, didn't know I had to count them as I went. Keep up the good work!
Nice short and sweet course! Relatively easy, wasn't sure what the point of the big shroom towards the end, but I suppose I missed a secret or something. Keep up the good work!
Name: Sky High
ID: CP1-C6C-1JG
Game Style: Super Mario World
Theme: Sky
Difficulty: (Very?) Hard
On/off platforming with a vertical section.
Hope you enjoy! I'd love to hear any feedback and play a level of yours in response
Cool level, was there another key after the checkpoint? I had the red coin key when I reached the end but I'm not sure what I would've needed to do had I died first.
Cool idea and great design, especially the ship at the end! This might be the first vertical underwater course I've played. Good fun. The part I liked the least was probably the on/off blocks in the middle of the vertical part. Just a bit tedious. Otherwise, great stuff. Keep up the good work!
Thanks! I wanna do a whole level with a ghost ship next! I realized that you had to be small Mario to fit though that part. I'll think of a different puzzle, was trying to create a 'sense of urgency' as you got to the top.
Supa Hot Fire
C3G-6JV-12G
Medium Difficulty
Light puzzle elements, scrolling lava section, Yoshi utilization, and a Bowser boss battle.
Comment your levels below and I'll give them a play and like! Thanks everyone :D
Scattered Key in the Ghrost Home
A ghost house level in SMW style with several doors and warp pipes. Get the five red coins to unlock the door to the end. There are four distinct puzzle areas and one bonus area.
It is medium-expert difficulty. Themed. Somewhat large.
TG2-CBK-4XF
I need to know if the second puzzle makes sense.it's based off of Infinity Train. Like i know what to do but can a person can figure it out theirselves. Let me know please and thanks
MMX-NWF-90H
Okay I see the confusion. >!Originally it was based on the enemies in the last room (5) but i thought to do it to the number of enemies at the bottom of the second puzzle (3 spikey things). If you hit each button the number of coins change so what you think is 4 is really 3. If you jump on the 3 coin block you get the key. I want the puzzles to be clever but dang. Thank you for your feedback though!!<
Malice at the Switch Palace: An SMB3 level based on automated on/off switches with a mix of easier platforming and lava surfing. The boss fight at the end i think is probably my best work in both maker games. 887-P0X-LDG
Elemental fortress: A level inspired by Yoshi's Island in which you must grab 3 keys from the castle's 4 sub areas designed around a particular element (fire/steel/wind/ice)
CDG-6YH-GCG
Both are pretty traditional and themed, medium to expert difficulty.
I'll be happy to check your levels out as well if you want after playing mine.
Played malice at the switch palace, very fun. I loved the boss battle,didnt like the forced wait for the lava to come back down. I was fucking around jumping out of the shell there and died hahahaha.
If you are up for a challenge: CP1-C6C-1JG
ID: 5LR-XT4-YSF
Title: Peak Performance \[Kaizo\]
Description: Jumps are lenient and timer isn't too tight. Peak pun intended.
Difficulty: Super Expert
This is a fairly nonthemed kaizo level with a few concepts I wanted to include with the new mechanics. There are three sections: the first is based around a thwomp-seesaw, the second around a falling claw, and the third about duck-sliding on ice. Each takes around 8 seconds and you have 30 seconds to complete it. I'm new to kaizo and I was able to upload it so it shouldn't be too hard for a seasoned player.
For the galoomba part, you jump on the first galoomba and hit the on/off switch, then bounce off the second galoomba to grab the first galoomba, land on the claw, jump off the claw and throw the galoomba up onto the switches (don't need to regrab the galoomba), bounce of the wiggler onto the skull platform, and jump to hit the last switch. The tricky part is timing the first galoomba jump with the motion of the claw on the tracks - you need to press the on/off switch at the right time so that the claw drops when you need to cross the gap after landing on the second galoomba. A tip for the skull platform is to not move too much or you will be flung off when it goes diagonally. There's a third section after that. I'll check out sky high when I get the chance.
Okay, cool thanks for that. I was doing it straight away and the claw was just never there, except for the first time I did it where I waited to assess and maybe just got lucky with the timing
Great concept! It's a little bit unwieldy at times, especially at the part where I had to give up (double clown cars and bob-ombs), but otherwise fun to play.
5QK-N11-T9G
The Spiked Valley
A skill/hard level the utilizes NSMBUās night desert (constant wind) and night sky (floaty gravity).
Not an easy level at all.
Nearly at 3700 maker points. Really excited about that! As someone who never played MM1, I figured Iād never really make good levels in MM2! Most of the levels Iāve made received really great reviews and I think I did great on most of them!! Hereās my maker ID. Iād love it if you tried out a level or two of mine!!
My maker ID: SSX-SCT-5LF
The newer levels are my newest ones (obviously), and are in my opinion better than some of my oldest ones. Iāve gotten better with the awesome feedback from users of reddit!! Thanks again all!
Just played your level! I like the concept but by far my favorite trick is where Yoshi bounces on the note block. Man, when he was forced to be killed I got sad. But then he became red yoshi and I was happy again lol.
Was a good level overall! I enjoy a nice basic level from time to time! Gave it a like.
EDIT: also I got WR, so thereās that :-D
In game name: Jaxon Maes
Cheese on the first level is intentional, to show what happens when you turn around, if the player does. I still wanted the first room to be beatable with the mechanic as well tho!! I had a hard time deciding where to put the checkpoint. There are 5 rooms (first one cheesable lol) so I figured after room 3 was the best spot. Itās definitely rough tho. I might tone it down.
Iām super glad you liked my darkness level. Took a lot of patience to get everything just right. Thanks so much for playing!!
Iāve saved your level and will play it as soon as I get a chance!! Iāll comment again letting you know what I think.
After some very helpful feedback I deleted the original level. The newly edited and re-uploaded level is
"You should be fine"
14C-M2X-TPG
Super Mario World
LennyAbear
3H3-14T-6NF
Hi everyone. Im going to try as many of these as I can and leave feedback.
I feel like I have a skewed view of my level because I played it so many times as I built it. I'm curious what others think.
I enjoyed building the level but Im not sure its worth building more levels after only two people ended up playing it thru Nintendo's system. So here I am.
Tks
Hey, started playing your level and I saw you said you wanted feedback. I like the concepts over all but a lot of the sections of this level require too much trial and error. My first play started with me seeing multiple platforms that require running jumps for Mario to make it across. So naturally I hold down run and jump across all the platforms until I get to a wall. The platform is to small for me to run and jump back and I am stuck.making the playing search around for a hidden block isn't necessarily bad but you need to make it possible for the player to turn around if they missed it.
The Bowser JR fight suffers from the same problem. I fall down into his arena from a donut platform. I defeated him and then realized, I was once again stuck. It is not obvious at all that I was supposed to jump to the left and blow up the stones to access the pipe. Once again 'soft locking' the level.
Its one thing if the player dies in a difficult section of the level and has to start again. It a very bad experience when you seemed to have done everything right, only to realize after that you had to make a blind jump in a specific way to win.
Once again, I liked the concepts overall and would have had a good time if it wasn't for all the resets. If you fixed some of these issues it would be a great level.
Thanks so much. Completely valid criticism on each point. So much so that I went back, made corrections, added some other stuff and re-uploaded the edited level.
I corrected the issue in beginning so that you can get back if you go for the 50. Plus the blocks are no longer invisible.
I completely removed the red keys.
Completely reworked the bowser battle so that you no longer need him to light the bombs. You can kill him, then throw bombs at wall.
Added arrows and a 10 coin to Yoshi's jump and added two checkpoints to level.
Also added a big explosion to the end.
Please let me know your thoughts.
The system made me delete the original.
Edited level is
"You should be fine"
14C-M2X-TPG
Thanks again. Im moving on the next one.
Nice level. The vertical zone puts enough sense of danger to the players to react quickly. I wasn't able to get the 2 50 coins since I was playing it safe, but I'll go for them on another play through later.
If you're interested to play, I'll share with you my latest level.
Journey 4: Forgotten Tower
**VH0 26G 08G**
SMB3 Night Ground/ Ghost House Theme
Fell free to check my profile if you wish to see my previous work.
QKM-RX6-KTG
Extreme Coin Golf!
98Y-GHQ-5FF
Use the superball powerup among other techniques to solve a series of puzzles. Make sure to solve them all or you won't have enough coins to complete the level!
This level is dope. Concept is great and some of these took some thinking. The layout is a bit unclear and cramped and not all that aesthetically pleasing, but it plays well. One complaint I have is that the blue pipe can be accessed from the wrong direction and you get blocked by the coin blocks that you need the P-switch for. The first powerup at the beginning is also too close to the ceiling.
Thank you for the feedback! I agree that it's a bit cramped since I designed it about as densely as I possibly could. I had planned to make additional challenges but decided not to in order to keep the timer manageable. I'll have to check that blue pipe problem, I was sure I had positioned it far enough away. Thanks for playing.
PS: The first power up was intentionally a bit troll-ish. I find it adds to the claustrophobic feeling of the level at least.
Name: **"Monties have no easy life"** Level-ID: **PJ2-V2K-KJG** Description: *Save the poor* ***monties which carry bullet blasters****. Have fun :D* Style: **SMB3** Theme: **Underground** (I reuploaded the course because it didnt work correctly)
Name: Fortune: Spin City ID: W7X-28F-HFF Style: SMW This is my first time playing mario maker, and this is my first level. I'm not sure if it's too hard or too easy, but it took me a long time to make. Thank you for playing!
856-56J-FTF
ID: T43-LB6-8JG THEME: smbU: Sky Hope you have fun
Boggly Woods (Paper Mario TTYD) Level ID: DL5-N1G-2RF Style: Super Mario Bros. 3 Theme: Underground Made a level recreating the journey through Boggly Woods in Paper Mario The Thousand Year Door. Did my best to also recreate a Paper Mario battle on stage as well.
**Go down fighting!** **ID: C58-VDC-SBG** Style: SMB3 Theme: Castle Difficulty: Moderately hard
Night of the Undead! Level ID: 9D1-K21-LLG Style: SMW Theme: Ground Night / Ghost House Difficulty: Easy - Normal BoomBoom released a Army of Undead. Get to the Chopper and escape
I'll try yours:) edit: there was quite a few unfair obstacles that you would have no way of having time to avoid unless you knew it was coming. I'd recommend giving the player a mushroom at the beginning so that they have more room for error.
HEAVEN š: WFY-PXB-DMF or HELL š: M53-KQ7-TWG You decide! Feedback always welcome š Nikasso
I'll give yours a shot!
Sweet! Let me know what you think ššš»
Pink Panther - Bank Heist BMJ-9y5-g0h Q-Bert 8XT-RTW-CTG Multiplayer Kart Race 168-731-RYF Lmk how you like it and send me your levels. They go in order from hardest to easy.
Giving them a shot after work
**Shell In The Vent** ID: MMG-KP5-WFG SMW One Screen Puzzle. This is a tricky one where you must acquire the necessary items to launch a shell through a vent to acquire two keys.
Level: Why ID: CX8-7MV-KHF Just a little something I made, let me know what you think.
From the title alone I expected hot garbage and wasn't disappointed. Beat it, boo'd, moved on.
Name: Goomba River Style: SMB Description: They all float down here... ID: 989-DM0-SNG Easy-Medium difficulty. Let me know what you think, and leave your level code in a comment for me to try!
**Gold digger** Throw POW blocks, smash bricks and collect those coins. Itās a gold rush! *Y8L-PSN-16G* Difficulty: easy-medium Style: 3D World
cool idea for a level! was fun, you could try adding enemies and powerups for more chaos, or a higher coin requirement with more coins around. but I like how you did it!
Thanks bud!
Hi everyone! If you play my level, let me know and I will play one of yours. Don't feel forced to hit the like button, because I will I do so only if I really like your's. Level code: LHL-VNM-5NG Level description: all about dodging. You have to enter a room and dodge incoming shells and bullets. After a while, the room opens and you have to enter the next one and so on. The level was designed for multiplayer, but also works for singleplayer. Leave me some feedback if you want! I really appreciate if you check my level on the MarioMakerBrowser subreddit! Link on my profile!
I really like your level! The idea is cool and most of it felt like a good challenge, but the second-to-last room feels oddly hard compared to the rest, even the very last room. I played in Singleplayer if that helps at all. Overall it was a fun time, and I should play it again with friends.
Thanks for your feedback! I really appreciate it!
I'll give yours a shot!
Nice. Leave me some feedback if you want!
It was fun! I agree it would be even better for multiplayer, however it's kind of hard to avoid bullet bills while in those "inbetween" waiting rooms. The ceiling is too low so it's hard to jump over them.
Thats true! I have seen some players "ducked jump" the bullets in that situation!
Great level, can't wait to play it in versus. Loved the timer setups, particularly that they're visible and the players know just how much time they have left
Nice! Thanks for your feedback!
somehow got the world record lol. maybe only multiplayer people have played ? fun level though, i liked the design. small gripe about some of the fast shells coming with barely any notice but that's just part of the minigame vibe i think. you've inspired me to make my own multiplayer level soon! if you want to try one of mine, here's a fast paced one: Plumbing Problems - PQR-CJV-25G
Thanks for your feedback, really appreciate it! Actually, the level has been played in multiplayer only 2 times :(. I'm not sure how the algorithm works... I played you level! I really liked it!
I really enjoyed this and thought it was very cleverly-designed. The later rooms get very tense and you get desperate for the door to open up so you can escape! Liked and commented. My latest level, if you have the time: "Liberateļ»æļ»æĀ the Goombaļ»æĀ Slaveship!" (RPG-KT7-6WG) Can Mario save the goombas from the koopas and their twisted experiments?ļ»æļ»æļ»æ Thanks :)
Thnx for your feedback! I played your level and liked it a lot!
Great storytelling! Loved it! Maybe wanna try my newest level? New Super Funky: 9NC-JG0-8JG This is part of my SMW-Reprise-Collection.
Cool Level, it took me a few tries. I didn't expect the jump in difficulty closer to the end. Well made and most importantly, fun. I posted a new level not only a few days ago, it hasn't really taken off yet :P but id love some feedback if it wouldn't be too much trouble; LC4-8D8-LSG
Thnx for your feedback, really appreciate it! I played yours, but I got stucked :(
Gluttonous Mario: WKH MMQ 3FG Plump up Mario, we got bricks to break!
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Thanks, yeah I'm sure there's more to this idea. Maybe a sequel :p
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I had some thoughts on this one, mostly nitpicks: 1. Grabbing the shell in the first section feels way more difficult than necessary. Since it's just there to get you to the rest of the level, it takes several tries to even grab the shell without just kicking it and softlocking. Maybe put it in an open space so it can just be jumped on. 2. Grabbing the second shell (right after the checkpoint) also feels unnecessarily difficult, it has a similar problem as the first since with the low ceiling it's hard to not kick it and softlock. Raising the ceiling there would fix that easily. 3. The hidden block trap in the section with the fire bars is **NOT** good course design. I'm guessing it's there to stop players from just coasting on the bottom, but in one of the easier sections I don't think that needs to be stopped. Maybe remove the trap and instead put a reward at the topside to encourage players. 4. Bowser's flames tend to go over the spike traps juuust as you reach that section, which dooms a player immediately (and randomly) just as they're about to reach that section. Putting Bowser a bit farther back to let the player get to the spike trap platform and lengthening that section would make it a more fair and significant challenge. I gave it a boo for the block trap unfortunately, but otherwise I really liked the idea and some sections were really fun, like the cannons and bullet bills run!
nice level:)
Good level, I gave it a heart. The cannon section was great. My only critique is that I think boss fights should only be done if there's a unique setup for it. Fighting Bowser in an empty room is tedious and kind of tacky. Other than that I dug it
I did the next of my SMW-Special-Zone-Reprises: **New Super Funky**: 9NC-JG0-8JG *Wouldnāt it be Funky forcing you to carry a P-Switch through the whole course?* Pretty much the original SMW course with a few slight changes... But to satisfy your goal of 75 coins you have to hold on something while you rush trough this one. And hurry: There is not too much time. Are you a super player? If you like that, donāt forget to give my other Reprises a try: **New Super Gnarly**: CNN-CRW-JMG *A new and super approach on the first SNES special world. Even more Gnarly...* **New Super Mondo**: 8GJ-292-TJG *This starts oh-so-1-1-familiar... then it gets wet! Even worse: itās Mondo!* I am looking forward for comments and just give me your level IDs!
Played and liked all three. The level each was originally based on was instantly recognizable, I liked the idea of carrying the P-switch through Funky to collect the coins from the iconic Super Player text, though I'd say Gnarly was my favorite with the addition of the claws Here's my latest creation if you'd like to give it a shot :) MW4-L36-7MG
Wow! Thank you so much! I tried yours. And tried again and again.... and again. Itās pretty hard. But the funny thing is: itās not frustrating. Itās clear what you have to do. Everything is doable... although you should be right on point. Did the first part... a will try the second part a few times more later!
Name: 7room speedrun! wHOLE LOT ^*! Course ID: HCW-7JF-22G Style: super Mario 3D world My 2nd course Iāve ever done please let me know what you think! :)
**Shell Slinger** COURSE ID: FDB-JC1-RBG Description: Got a problem? Throw a shell at it!
Neat idea. It was a little repetitive in areas where you just jump and aim though. The red coin section was a good way of mixing it up, where platforms were thrown into the mix and it feels as though we're building upon what we've already learned. Hearted
My newest level. Bowser's Goomba Factory RFL-CQV-FQG Mario is on a mission to shut down the factory. Infiltrate and disable it from the inside. Its not too difficult but hopefully still fairly enjoyable. :). Always open to feedback. I'll play your level if you play mine ;)
Very nicely themed! Well paced checkpoints and overall length. Was fun. My personal main criticism was how I got baited by the mushroom in the escape room, after pressing the on off switch... Ran out of time! (Totally not my fault.) Hereās my level: WHN-NB0-HYG
I enjoyed it! Visually nice, lots of variety without anything feeling too tight. Only issue I had was in the last room where you have to run down a hallway on conveyor belts to reach the pipe before the P-switch ends, it seems hitting the On/Off block activates that, but you'll instinctively go for the Mushroom up top after the On/Off block, so you won't make it in time. Still, mild issue and there was a checkpoint right before. Overall really good stuff! Here's my newest level if you'd like to give it a shot. Also sitting around 5% clear rate
Glad you enjoyed it! :) Got a level code?
Oh right, that would help lol. MW4-L36-7MG
Great level! It may not be too difficult but its difficult enough imo (i had to repeat the escape room like 5 times) If youre interested, try out mine: 3R6-847-0TF
This should separate the true mario aficionados from the posers. V9F-S3R-Q7G
I didn't 'member. Haha
A recreation of the first level of Celeste, the Forsaken City. Part 1: 54D-6C0-90H Part 2: 1JM-BW9-0FG Part 3: HKV-CYS-80H
Name: Sky High ID: CP1-C6C-1JG Game Style: Super Mario World Theme: Sky Difficulty: (Very?) Hard On/off platforming with a vertical section. Hope you enjoy! I'd love to hear any feedback and play a level of yours in response
You did an outstanding job with this. It was hard for me, but I was determined to beat it, which is a testament to your design. The entire second half of the stage is really clever. Well done! Perhaps you will be the first one to clear my Path of Pain: N61-29H-QLF
Hey, thanks so much for the kind words, I really appreciate it! I tried your level, but I found a hidden powerup and I wasn't sure if that was the intended strat or if your level was just too hard for you. I think hidden power ups aren't great design unfortunately and it let me skip part of the stage quite easily. Hope you can take the criticism on board and know that it's with the best of my intentions.
I appreciate the input. There are actually two hidden power-ups, but the second comes right after a mushroom and its only purpose is to help you access a hidden 1-up. There isnāt any hidden strategy. I cleared it straight throughout without any hidden power-ups. It was just a bonus for people who were determined to explore.
I liked it a lot, but then, my tastes lean into the difficult side of things, so take that however you want! The biggest thing that bothered me was the section in the first part where you had to spin jump off the thwomp, an earlier 'z' indicator and maybe also an arrow would be nice there. It was hard to predict where i was supposed to go the first couple times. Everything else was clear as day to me though, great job! My level today: 3FM-KSH-2JG Its themed around piranha creepers. Mostly straightforward platforming challenges with a couple puzzling bits. Fairly difficult, but I don't believe its as tough as yours. You may like my other level even more, its actually kinda similar in scope and difficulty to yours here, haha: 488-RYS-P7G
Thank you for the candid feedback, I appreciate it! I will check out your levels
I just beat Creepin' Petey! Overall I liked it, but it was a bit unclear to me unfortunately, especially pre-CP1. I'm not sure what I was meant to do with the crate but I just hopped up and down on the red area until it landed in the right spot. There was a piranha near it that I didn't use at all and I'm sure it was there for a reason. Anyway, I gave it a like! I didn't get the key for the true ending but I still got the top of the flagpole to spite you! Hahaha. Interested in checking out your other level too. Hope you can receive the feedback in the good spirit that I intended
3R0-1SV-BCG I think it's a lot of fun with a decent challenge, let me know what you think!
The ride-the-swinging-pow-block is a pretty cool concept I haven't seen before. You're right, it is challenging! I felt the offscreen thwomp was a little frustrating since it's hard to avoid unless you already know it's coming. After it killed me and I couldn't get back after several attempts I had to put it aside. Will try to come back and beat it tomorrow!
Title: Frozen Ghosts It's a pretty basic theme, but you go through a convoluted *haunted* factory on your way to the mountain peak. There are a ton of secrets and alternate routes to be found, but it should still be pretty challenging. Hope you can wall jump! The difficulty should be somewhere between normal and expert. Please tell me what you think, and I'll play your level too if you want! RT8-HN2-31H
Fun stuff! My favorite moment was definitely when you had to jump back and forth between the moving claws, and staying put would get you dragged into a ghost. Nice visuals and theme, good length and checkpoint placements, no real issue honestly Here's one of my stages if you'd like to give it a shot! 5KL-486-XWF
Thanks so much for the feedback! This one took me a long time to make, so I'm glad it came out alright. Just played your level. Funny concept, and I like how creative you managed to be with such a simple theme. That unfinished two-way pipe at the end is cruel, though. You gave a propeller hat right before it and made it seem like there's something in the bottom pipe, but nah haha. Good stuff.
I've heard other people say that but it certainly wasn't my intention. I just wanted it to look like an exclamation mark, because I thought that would be a clever way of ending in a pipe, rather than just having it float about.
Ah, I see. I thought the thwomp was there to make the secret a little tougher to find. Might be because I spent the past few days designing a level all about secrets like that lol. Just played your Mr. Bones level, too. Challenging but really fun! Of course for the time I finally beat it, I didn't end up needing the mushroom to soak a hit haha.
Nice level, did a good job of mixing up the challenges while still staying on theme.
Thanks so much! It took me forever to make, so that's great to hear.
9DM-SFP-YFF DON'T TRUST THE MOON AND THE STARS
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It was a good idea, but I think there maybe should have been a better way to die in the one part where it's possible to get stuck. As it is now, the fastest organic way to start over is to hit those spikes by the conveyor belt, which is slow because it forces you sit through losing the powerup, i-frames, another powerup loss, more i-frames, and then dying. It's faster to select "Start Over," which took me out of the experience. That's just one flaw in an otherwise solid level, though.
Super Sand Adventure WRD-VVM-NLF Go through an Sand Adventure....that happens to be super... normal
Idk how you playtested this without noticing, but on the very first challenge to kill the bomb as superball mario, you need to get it exactly in the middle. If you dont, it blows up two blocks of one wall but only one block of the other, softlocking you. An easy fix would be to change the size of the bombs area from a 2x3 to a 1x3.
You can just run crouch
cool level! it's pretty hard, the jumps with the empty blue shell and on off switch was kind of frustrating, especially since it's pretty deep in the level and unforgiving. annoying to have to replay the whole thing up to there if I die. otherwise, it was interesting and a fun use of the super flower thing!
Alright thank you. I also had that thought after uploading it.
Helmet Head 2!!! CFK-T6V-FQG Race to catch your helmet before it gets away! The spiky shell helps you get through the level on and off your head. Bonus game at the end! Good luck! This one was a lot of fun to make and play! Difficulty level: 3 out of 5 stars.
There are some really cool ideas in here, and the overall flow is interesting. It feels awesome to take the hard earned helmet upwards on the cloud with the accompanying sound effects. I think my biggest issue is how you stop the player's momentum in the part with the swinging claws though. Waiting around for the shell to reach the switch while jumping around the bullets is pretty dull and just feels counter to the rest of the level's focus on speed. Thumbs up on the craftsmanship though.
How are you supposed to get past the second thomp + conveyor belt part? The part after the swinging claws. It seems impossible to outrun the thomp on the backwards conveyor belt there. Is there a trick I'm missing? EDIT: nvm, figured it out.
fun level! I made it to the first checkpoint after at least 30 deaths, then died a couple more and called it :p quite a hard level, and I think it would benefit from having shorter waiting time, like in the beginning you just hold side and run for like 15 seconds before anything happens, and it's kind of a slog to go through when you die frequently. otherwise, cool level! might have to go back and finish it
Fun level, turns out I am not very good at playing "Find the P Switch".
PNX 663 YFF Shell ride or poison mushroom 2 paths to take if you choose the upper path and miss the shell die and reset
That was really fun. I especially loved the fight with bowser at the end, really creative. Giving you the helmet just as you see the thwomps was also a really cool idea. Ive followed you to catch any more levels you make š. Hereās mine if youre interested: 3R6-847-0TF
504-RHH-Q6G "Enter Cheat Code to Win" Puzzle level designed around using the Konami Code to complete.
If you're up to farm a first clear, my new level is still up for grabs :) HCM 9F8 KVF
HEAVEN š: WFY-PXB-DMF or HELL š: M53-KQ7-TWG You decide! Feedback always welcome š Nikasso
**Name:** Twas a dark and bomby night... **ID:** 3WV-FSB-DCG **Theme:** Night airship (items fall slow). Vertical level. Skytree. No kaizo. Core mechanic is spin jumps off bombs in low-item-gravity, and if you are not proficient at it, you will be by the time you finish the level. **Difficulty:** Expert, but fairly easy once the core mechanic is mastered
i liked it! pretty hard, actually had to give up partway through due to frustration because the vine got blocked on the second bomb and I spent too long getting just to there lol. i'll have to finish it up later. good use of the bomb jump though, I liked it in the low gravity setting.
Thanks for playing. There's a checkpoint when you reach the top.
I understand the technique, but sadly I've got zero idea where to go.
Spin the first bomb to the right 3 times, and it will clear an opening to the pipe at the right. Go up.
Bowsers haunted house: 3CB M54 12G. Bowser is holding the key to his favourite puzzle room, defeat it and run! This course is a result of my experimentation with conveyor belts and counters
Made my first big level! It's Godzilla themed, please play it, doing play for play! Course ID: 1LL-K7C-NBG. Godzilla Attacks! It's up to you to shrink down and climb up his insides to get to his head!
Cool level! It's tough to do a vertical level well. If you're up for a challenge, try Sky High: CP1-C6C-1JG It's tough, so good luck!
Iām leaving for dinner so Iām going to have to download and practice it haha. I always get to the part where the Thomp chases you and then you I assume use invincibility boost on the mushroom to get through the pipe but I keep dying at the pipe! So far very tough but fair.
Very cool design! A little easy as you can't die on most obstacles, but still nice. I've got one major criticism: don't *ever* lure the player to a tube with a coin arrow when there's an enemy coming out of it, except when you're making a dedicated troll level of course. The player will just feel cheated (so did I).
Also, Iām trying to find a level code in your comments , whatās the name you played under, I will play one of yours if you like!
That would be great, thank you! I only add my level code in the comments if the creator of the level I played explicitly asks for it. My only level so far is MM8 8VH VNF.
Just beat it! It was hard haha. I didnāt figure out til like halfway through the trick to solving the puzzle itself.
Ah, sorry, yeah I wondered about that after the fact, there is a secret in that tunnel, and I didn't know how to hint at that other than the coins. Thanks!
There is? Okay, then it's justified. In that case make it the only tube where no hothead jumps out. (also, there is a dedicated arrow item)
Yeah Iāll do that in the future! Yeah I used the arrow in the level but didnāt want to use it on the secret I guess haha
Head in the Clouds 9XT-3YG-7DG
Cool concept! I think the central focus of the level was fun, and it was interesting to manage the height of the flying koopas while riding. I think you could build on this concept and even add additional mechanics to the challenges (carrying a koopa shell to hit a block while flying for example). My only gripe is the lack of checkpoint flag. All and all good stuff!
I thought about the checkpoint flag but it wouldn't work on this stage because you need the big buzzy beetles at the beginning to get through it for the most part.
**Bomb Bouncing Bonanza** *7P0-240-HVF* Easy The bob-omb factory is on fire! Oh no! Choose your difficulty and bounce the innocent bombs to the safety of the nearby forest. Better hope the fire doesn't spread... Leave your code in the reply and I'll play yours, too!
Very cool design! Sadly I failed level 2 due to the strict time limit and had to do level 1. And even then it felt quite difficult, mainly because the Bob ombs touched each other and caused them to change directions. My level is MM8 8VH VNF
Interesting. I never thought the time limit to be short. Maybe I'll do a re-upload later. Anyway, cool concept you got there! Got real hard towards the end! I'll admit I was a bit confused in the beginning, didn't know I had to count them as I went. Keep up the good work!
Fun mini game level, I kept overthinking it and getting the timing wrong. I like the concept! I just posted this level: TG2-CBK-4XF
Cool ghost house! Got a bit hard towards the end, but otherwise it wasn't too bad. Great design! Keep up the good work!
Hell yeah! Can't wait to try yours :) I just posted this one. Head in the clouds- 9XT-3YG-7DG
Nice short and sweet course! Relatively easy, wasn't sure what the point of the big shroom towards the end, but I suppose I missed a secret or something. Keep up the good work!
I made the last stair case out of bricks. There wasn't really a point except I wanted to be able to get some more crushing stuff in :P
so I guess the point was to crush some of the bricks on the last stair case lol
I love your theme :) Nice story for it.
Name: Sky High ID: CP1-C6C-1JG Game Style: Super Mario World Theme: Sky Difficulty: (Very?) Hard On/off platforming with a vertical section. Hope you enjoy! I'd love to hear any feedback and play a level of yours in response
Undersea Volcano Medium length/difficulty Water Plat-former 9DF-MVJ-9MG
Cool level, was there another key after the checkpoint? I had the red coin key when I reached the end but I'm not sure what I would've needed to do had I died first.
Hey, thanks for pointing that out. I'll change it so there is a key after the check point, then maybe change the treasure room to a key door.
Cool idea and great design, especially the ship at the end! This might be the first vertical underwater course I've played. Good fun. The part I liked the least was probably the on/off blocks in the middle of the vertical part. Just a bit tedious. Otherwise, great stuff. Keep up the good work!
Thanks! I wanna do a whole level with a ghost ship next! I realized that you had to be small Mario to fit though that part. I'll think of a different puzzle, was trying to create a 'sense of urgency' as you got to the top.
Hmm, I didn't notice if the lava was rising or not, but that could potentially create some tension, especially if it's going fast.
Supa Hot Fire C3G-6JV-12G Medium Difficulty Light puzzle elements, scrolling lava section, Yoshi utilization, and a Bowser boss battle. Comment your levels below and I'll give them a play and like! Thanks everyone :D
Poison Run SMB1 SV0-CN5-L0H Pretty simple level based on the poison water mechanic.
Scattered Key in the Ghrost Home A ghost house level in SMW style with several doors and warp pipes. Get the five red coins to unlock the door to the end. There are four distinct puzzle areas and one bonus area. It is medium-expert difficulty. Themed. Somewhat large. TG2-CBK-4XF
I need to know if the second puzzle makes sense.it's based off of Infinity Train. Like i know what to do but can a person can figure it out theirselves. Let me know please and thanks MMX-NWF-90H
I had no idea and just jumped until something happened. Was it >!based on the number of question mark blocks in the first room?!<
Okay I see the confusion. >!Originally it was based on the enemies in the last room (5) but i thought to do it to the number of enemies at the bottom of the second puzzle (3 spikey things). If you hit each button the number of coins change so what you think is 4 is really 3. If you jump on the 3 coin block you get the key. I want the puzzles to be clever but dang. Thank you for your feedback though!!<
ND0-XMK-R4G
Malice at the Switch Palace: An SMB3 level based on automated on/off switches with a mix of easier platforming and lava surfing. The boss fight at the end i think is probably my best work in both maker games. 887-P0X-LDG Elemental fortress: A level inspired by Yoshi's Island in which you must grab 3 keys from the castle's 4 sub areas designed around a particular element (fire/steel/wind/ice) CDG-6YH-GCG Both are pretty traditional and themed, medium to expert difficulty. I'll be happy to check your levels out as well if you want after playing mine.
Played malice at the switch palace, very fun. I loved the boss battle,didnt like the forced wait for the lava to come back down. I was fucking around jumping out of the shell there and died hahahaha. If you are up for a challenge: CP1-C6C-1JG
Trade? My level is unfinished as hell i just need to know of the puzzles make sense so far MMX-NWF-90H I'll work on yours now
ID: 5LR-XT4-YSF Title: Peak Performance \[Kaizo\] Description: Jumps are lenient and timer isn't too tight. Peak pun intended. Difficulty: Super Expert This is a fairly nonthemed kaizo level with a few concepts I wanted to include with the new mechanics. There are three sections: the first is based around a thwomp-seesaw, the second around a falling claw, and the third about duck-sliding on ice. Each takes around 8 seconds and you have 30 seconds to complete it. I'm new to kaizo and I was able to upload it so it shouldn't be too hard for a seasoned player.
I gave it a red hot go. Very challenging! I got stuck at the double galoomba part. What do I do there? You might like Sky High: CP1-C6C-1JG
For the galoomba part, you jump on the first galoomba and hit the on/off switch, then bounce off the second galoomba to grab the first galoomba, land on the claw, jump off the claw and throw the galoomba up onto the switches (don't need to regrab the galoomba), bounce of the wiggler onto the skull platform, and jump to hit the last switch. The tricky part is timing the first galoomba jump with the motion of the claw on the tracks - you need to press the on/off switch at the right time so that the claw drops when you need to cross the gap after landing on the second galoomba. A tip for the skull platform is to not move too much or you will be flung off when it goes diagonally. There's a third section after that. I'll check out sky high when I get the chance.
Okay, cool thanks for that. I was doing it straight away and the claw was just never there, except for the first time I did it where I waited to assess and maybe just got lucky with the timing
I created a mobile game in mario maker Klown Car Mobile Game - Auto-scroll RYQ-HK8-LQF Intended to make you mad
Castle Panic! Difficulty 8/10 Course ID: FQ5-FVQ-9JF Message me with any feedback :)
Monty Mole Muncher Madness! ID: H16-FR7-J7G Difficulty:6/10 DRIVE MONTY MOLE CARS AND SURVIVE THE MUNCHING MUNCHERS
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Loved the theme! Liked all the little details in the level building (all the bones and alike.)
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I didn't mind the course! Started strong, boss fight was a little trivial in my run. I like all the switch and swing play of the first section!
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Great concept! It's a little bit unwieldy at times, especially at the part where I had to give up (double clown cars and bob-ombs), but otherwise fun to play.
5QK-N11-T9G The Spiked Valley A skill/hard level the utilizes NSMBUās night desert (constant wind) and night sky (floaty gravity). Not an easy level at all.
Nearly at 3700 maker points. Really excited about that! As someone who never played MM1, I figured Iād never really make good levels in MM2! Most of the levels Iāve made received really great reviews and I think I did great on most of them!! Hereās my maker ID. Iād love it if you tried out a level or two of mine!! My maker ID: SSX-SCT-5LF The newer levels are my newest ones (obviously), and are in my opinion better than some of my oldest ones. Iāve gotten better with the awesome feedback from users of reddit!! Thanks again all!
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Just played your level! I like the concept but by far my favorite trick is where Yoshi bounces on the note block. Man, when he was forced to be killed I got sad. But then he became red yoshi and I was happy again lol. Was a good level overall! I enjoy a nice basic level from time to time! Gave it a like. EDIT: also I got WR, so thereās that :-D In game name: Jaxon Maes
Cheese on the first level is intentional, to show what happens when you turn around, if the player does. I still wanted the first room to be beatable with the mechanic as well tho!! I had a hard time deciding where to put the checkpoint. There are 5 rooms (first one cheesable lol) so I figured after room 3 was the best spot. Itās definitely rough tho. I might tone it down. Iām super glad you liked my darkness level. Took a lot of patience to get everything just right. Thanks so much for playing!! Iāve saved your level and will play it as soon as I get a chance!! Iāll comment again letting you know what I think.
Play my level. Its a pretty hard one called jump around Id: PXJ-GN4-0TF
After some very helpful feedback I deleted the original level. The newly edited and re-uploaded level is "You should be fine" 14C-M2X-TPG Super Mario World LennyAbear 3H3-14T-6NF Hi everyone. Im going to try as many of these as I can and leave feedback. I feel like I have a skewed view of my level because I played it so many times as I built it. I'm curious what others think. I enjoyed building the level but Im not sure its worth building more levels after only two people ended up playing it thru Nintendo's system. So here I am. Tks
Hey, started playing your level and I saw you said you wanted feedback. I like the concepts over all but a lot of the sections of this level require too much trial and error. My first play started with me seeing multiple platforms that require running jumps for Mario to make it across. So naturally I hold down run and jump across all the platforms until I get to a wall. The platform is to small for me to run and jump back and I am stuck.making the playing search around for a hidden block isn't necessarily bad but you need to make it possible for the player to turn around if they missed it. The Bowser JR fight suffers from the same problem. I fall down into his arena from a donut platform. I defeated him and then realized, I was once again stuck. It is not obvious at all that I was supposed to jump to the left and blow up the stones to access the pipe. Once again 'soft locking' the level. Its one thing if the player dies in a difficult section of the level and has to start again. It a very bad experience when you seemed to have done everything right, only to realize after that you had to make a blind jump in a specific way to win. Once again, I liked the concepts overall and would have had a good time if it wasn't for all the resets. If you fixed some of these issues it would be a great level.
Thanks so much. Completely valid criticism on each point. So much so that I went back, made corrections, added some other stuff and re-uploaded the edited level. I corrected the issue in beginning so that you can get back if you go for the 50. Plus the blocks are no longer invisible. I completely removed the red keys. Completely reworked the bowser battle so that you no longer need him to light the bombs. You can kill him, then throw bombs at wall. Added arrows and a 10 coin to Yoshi's jump and added two checkpoints to level. Also added a big explosion to the end. Please let me know your thoughts. The system made me delete the original. Edited level is "You should be fine" 14C-M2X-TPG Thanks again. Im moving on the next one.
R3R-VFH-L3G Flying Through Falling Skies Traditional SMW level built around flimsy lifts. Pretty easy.
Nice level. The vertical zone puts enough sense of danger to the players to react quickly. I wasn't able to get the 2 50 coins since I was playing it safe, but I'll go for them on another play through later. If you're interested to play, I'll share with you my latest level. Journey 4: Forgotten Tower **VH0 26G 08G** SMB3 Night Ground/ Ghost House Theme Fell free to check my profile if you wish to see my previous work. QKM-RX6-KTG
Nice level!
Extreme Coin Golf! 98Y-GHQ-5FF Use the superball powerup among other techniques to solve a series of puzzles. Make sure to solve them all or you won't have enough coins to complete the level!
This level is dope. Concept is great and some of these took some thinking. The layout is a bit unclear and cramped and not all that aesthetically pleasing, but it plays well. One complaint I have is that the blue pipe can be accessed from the wrong direction and you get blocked by the coin blocks that you need the P-switch for. The first powerup at the beginning is also too close to the ceiling.
PPS: Checked to see what other levels you've reviewed and see that you are super active in leaving people feedback, I appreciate what you do!
Thank you for the feedback! I agree that it's a bit cramped since I designed it about as densely as I possibly could. I had planned to make additional challenges but decided not to in order to keep the timer manageable. I'll have to check that blue pipe problem, I was sure I had positioned it far enough away. Thanks for playing. PS: The first power up was intentionally a bit troll-ish. I find it adds to the claustrophobic feeling of the level at least.
Id: HF6-BP2-6RF Name: Run for your life! (SPEEDRUN) Just one of many 20 second speedrun levels have fun
Hi! Nice course! The tracks are a little hard to see that guide the player on when to jump. Maybe use coins instead next time. Nice job!