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HylianSwordsman said:
SuperRetroTurbo said:
I'll give a prime example of what is so wrong about the current system used for determining a levels difficulty.

I'm playing a level now that involves falling blue platforms (one time jump) without a reset door. Normally, I don't have an issue with that but this is different. When I reach the highest platform, I'm immediately bombarded with a random projectile of Bowser flame. There's only one place to land and depending on whether or not the flame aligns with the platform, I'm able to continue.

That scenario has literally zero to do with expertise and everything to do with luck.

Now use this or other countless similar events in the case of having one life left.

The player has virtually no chance to defeat the level. I realize, that's just how it is but that doesn't sit well with me, especially coming from the great minds at Nintendo.

The current difficulty ratings don't really capture the nuance of the kinds of difficulty on offer. There's luck based difficulty like you describe, skill based difficulty, and then there's troll based difficulty, which is designed to kill you repeatedly and have you learn all the tricks the level is hiding through trial and error and memorization. You can't describe all that with a linear easy-to-difficult continuum.

You forgot puzzle difficulty. A lot of my levels never killed the player, yet they either gave up or the time limit exceeded (needs to be higher as well) Of course puzzles are just as hard to rate as skill based difficulty.

Co-op puzzle levels, I'm down with that idea :)

I don't know if it was already possible, yet when you do a 10 level challenge you should be able to set what kind of levels you want in the mix. I never liked to play that way since often you would get stuck on a troll level in the mix. I mainly used an external site to find good levels, same as with lbp.

One thing mariomaker doesn't need is the multiple layers LBP uses. That was finicky and only complicated matters disrupting the flow. Some Mario games use the foreground / background switch I think, or is that just DK. Not needed anyway, keep things simple.

On the topic of couch multiplayer, a simple splitscreen so 2 can play at the same time (yet independently) would also be cool. Even cooler when one can build while the other play tests, or build together.