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SvennoJ said:
Samus Aran said:
Everybody loves sequels, right? So I made a sequel to Sawmill Thrill. Which ones do you guys like better? Which one is harder? Did I introduce enough new ideas? Is it unfair at any point? (I testplayed and changed a lot to make it fair, even threw in some hidden help items for noobs).

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I prefer the sequel, the jumps are spaced out a bit better. It took more tries but after learning the stage I can do it in 1 go. The first one is still hard. These kind of levels are fun to try over and over to get right, doesn't take long.
I also played Thwomp castle (Remix) gave up after 15 tries, the start becomes annoying as you have to wait for the thomps to fall in order. Also getting hurt to complete the jump sequence kept throwing me off.
Donkey kong country: Bopolis, same problem for me. Too many difficult jumps in a row. That stage would be perfect to add conveyer belts along the bottom to transport you back to a checkpoint with a door. Check out NWC 2015-4, last course in course bot if you've completed all the 10 Mario challenges. (Not that I can complete that, frustrating level, but contains lots of ideas for 'checkpoints')
Nice variation in levels btw.

Thanks for the feedback! You just have to stand where the coins are placed for the first obstacle, it's not very hard, it just looks hard. As for the spin jumps on the thwomps, it's not very hard either imo. This is the kind of level I'd place in a post-game world, so I can understand if some people think it's too hard/annoying. But I like some challenge in my levels.

It might be easier to get the hang of the spin jump if you download the level and play it in builder mode? :)

Keep in mind that my DKC level is based on level 2-K from DKC: TF, it's supposed to be hard and not have any checkpoints!