Mario Maker: Level 2
Posted by jpmyers97 in Game Development on October 27, 2019
Course ID: NF6-X3M-Y7G
Level Goals and Documentation:
- Create a challenging Mario level using the cranes as the main mechanic – I discovered the cranes are a pretty fun way of playing Mario. The jumping from crane to crane feels more momentous and tricky to pull off than the normal platforming found in the game. Not only does it require more precision, but the jumps involved tend to be more rewarding when timed properly with certain environmental factors.
- Implement unique obstacles which make cranes more interesting to use – Swinging all the way to the goal isn’t very enjoyable unless the obstacles themselves are interesting. So in addition to normal hazards (fires, boos, bottomless pits), I also want to add things like conveyor belts and on/off switches for more emergent gameplay.
- Limit use of pointless enemies to focus on satisfying (yet tricky) jump combinations – When creativity for Mario Maker runs dry, I find myself placing random enemies that don’t really serve a purpose. They don’t have to be menial hazards, however, and can actually be used for some engaging jump combinations when arranged properly.
- Use sounds to create suspense and excitement – For this level I went with the Boo Mansion theme to give it more of an eerie and suspenseful aesthetic. To emphasize some of the dramatic moments within the level, I want to add more sounds to play when certain events happen.
Playtesting Notes:
- Satisfying to go up while conquering claw challenges
- Lots of fun swinging back and forth
- Some sections are made too challenging and need more platforms
- Relies too much on understanding of Mario mechanics (spinning and swinging)
- Exciting and stressful challenges makes for strong gameplay