Great sequel! Even though the rooms were smaller, the games were used well in the space provided. My favorite would have to be #5 because it had a higher level of difficulty, but was passable and fun. #4 was a pain in the butt!! You'll noticed a died a ton just trying to get passed it! It was very challenging. I would maybe suggest not having the trampolines next to the pipe. It should be hard enough just getting to the warp pipe. The time was perfect. Love the whole idea. Can't say which is better. They're both pretty good. Great job!
I took your advice, I reuploaded the WarioWare,Inc. Nanogames level withthose two trampolines after the pipe on #4 removed. I do think it was possibly a little too hard to have to slam s=down on the controller just to enter the pipe. The coallenge (as you so correctly said) should be in getting to the pipe each time and not using a trick to enter the pipe. So those 2 trampolines are removed. Here is the updated course ID number for the fixed up level:
WarioWare,Inc. Nanogames
BFEA-0000-007E-9830
Thanks for the advice. I do believe levels should have better design and be more fun over just stupidly hard. This kind of advice you have, you can't work out on your own, always nice having someone else play your stages for it. Thank you.
Here is a little of how I designed the WarioWare levels. Not sure if anyone cares enough to read this but I'll say it just in case someone does.
Here is some of the thought process that went into room #5 (second level). I originally wanted room #5 to be a P switch race. Hit the P switch then race down (or up) a twisty path and you'd only make it to the end to enter pipe if you were fast enough before the coins turned back into bricks. I tried this a few times but realised the room size was just not large enough to accomodate this. I even trued using fast backward conveyor belts to slow the player down but still no good. Since smaller room sizes was a theme of the level, I had to abandon the idea. I had the fast conveyor belts sitting there just staring at me and then the idea hit me, what if I used them to make for some tricky jumps that need good timing but doesn't punish the player too much of they screw it up a few times before they complete it. Then I made the room as you saw it in the level.
This room along with all of the other rooms, are designed around the principle of a lot of either trial and error or tricky jumping. But if you fail (ie choose the wrong pipe or warp or door, talking about both WarioWare levels I made here) you can almost instantly move on and try another and another and another till you find the right one. The punishment for failing is almost none. The sound effects are there to alert the player when they made the right or wrong choice. The doors in the first level (roon #4) are a good example of this. Room #1 in the second level is a good example too, I added in the higher coin block with the sound effect to tell the player that was the home you need to go through and that was the success of that room. I realised though, (noticable in room #3 level 2) if you put a sound on a brick but that brock is turned into a coin, you still get the sound effect when you collect that coin. Not a major issue though, I can live with that. I needed those bricks to have the fail sound to tell the player, Nope wrong brick and the success sound on the correct brick to tell the player that's the success in that room. This matters as the player does not really have enough time to work it out for themselves in the short time limit (that's the whole point of the stage though).
On a side note, in a good run I can do both levels in roughly 50 seconds each. But that's because I know how to beat the levels, I made them. So I tried each of the levels with intentionally choosing the wrong ways in each room a few times to see what it'd be line for a new player trying these levels. That's how I came up with the 100 second time limit. It's hard, but not too hard once you know what to do in each room. I wanted the levels to be franticly fast paced but not too hard for the players. Fun has to be there as well. Also the music playing fast because it's 100 seconds or less left in the stage is an added bonus, adds to the tension in the levels (as in hurry hurry or you'll run out of time, the same feeling the actually WarioWare games had).
Numbering the rooms numbered 1 through 5 came about because I thought that would be a nice idea and because people playing my stage from the course select screen (not 100 mario challenge) would be able to see that there is 5 challenges but not what each challenge is. For most Mario levels this doesn't matter as seeing the stage leyout doesn't show the difficulty of the level at all. But for these two stages, seeing the 5 rooms before hand does make the level much easier. Also warping out to a new number each time is a distinct end to each room and the player feels like they have accomplished a room. An easy and fast way to let the player know which room they are up to and that they have finished the last room.
I only added the brick at the beginning of each stage to force the player to play as Wario. I could have just made a mushroom instantly fall on Mario at the start. Same end result. But then I could not have the level mock you with laughter as you turn into Wario. That is only a little thing, but I feel it adds to the overall fin of the level. So to do this and force the player to be Wario for the whole level I needed that brick. Also being little and able to break bricks does open up more room ideas too.
Name wise. I called the first level Mirco basically copying the name of the original WarioWare game. The second level I chose Nano because Nano is smaller than Micro, which fits in with the rooms being physically smaller in the second level.
These two levels, Microgames and Nanogames, don't look like much but I put quite a lot of thought into each one. To the point where I drew out some rough ideas pre-hand on paper when I was not near the WiiU. SO I would not forget the ideas and to see what would and would not work.
Oh and if you guys want to check out the other two levels I made, go right ahead. I'm using my friends account so most of the levels are his but I've made three: Luigi's Mansion, Déja Vu (82DC-0000-003F-7258), and Sanic Live and Learn (C9E1-0000-007B-8F78). Tell me what you think or what you feel went wrong with the level. I'd love to hear your opinion.
I played your two new stages - Déja Vu and Sanic Live and Learn.
Déja Vu - I thought the concept was very good. Sort of Groundhog Day like but all in one level. I quite enjoyed it. The first time I played it I took it slow and I was just overwhelmed by the number of enemies after me and could not hold out long enough and boom I died. The next time I tried the stage, I pretended it was a don't stop running stage. I just ran past everything and rigbht over Bowser and boom stage done. My only recommendation would be to add in something to slow the player down. The reason being is the toughness in the stage takes a few seconds to appear (ie all the enemies spawning from the pipes). If you race through the stage you can avoid all of this. Some way to slow down the player, maybe some bricks to break or a wall to jump over or some donut platforms you have to wait around on to fall down each time would do the trick. Just some different ideas. But I'd add them to each of the repeating areas in the stage. So the player can get used to them before tha harder areas come. I like the concept. Just the stage can be broken if you run it too fast.
Sanic Live and Learn - A very nice level too. I quite liked it. The level did feel like green hills or similar from the sonic games. You got the aesthetics spot on. Also needing to jump on the fat green shells to hit baby bowser was a good idea. I quite liked that. A unique boss fight. I am aware it's supposed to be similar to eggman in his little ship. A nice touch. There was two little things I had issues with ib the level though.
- I felt the stage didn't emphasise speed enough. Sonic is all about speed. But a slowly slowly approach worked best for me. This is not a major issue as the stage overall worked.
- Blind jumps. After the warp pipe I didn't know which way to go, to the left or down. I tried down and boom I died. So left it was. Also at the double wall of trampolines, I was presented with 3 gaps to choose from. No idea which one to choose, so I chose the first gap and boom I died, so I tried the 2nd one and success. Both of those instances are trial and error. Zero way to know which way you need to go each time without guessing. Maybe some more arrows telling the player which way to go would help a lot. Not sure if that is a feature of the stage or not. But that's how it felt to me.
Overall though it was a great stage. If you made a sequel to it I'd certainly play it. I really liked the concept here. I would just remove the blind jumps (and possibly have no boss in it but that's up to you) and make the stage all about sonic's speed. Possibly use the level time to enforce the whole speed aspect of it.
I will say well done on both levels. You put some effort into them and they for the most part work. Unlike many of the other stages that are just bad level design or overused, braindead automatic levels.