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by Rafiki 10/04/2015, 5:02pm PDT |
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Doling out the construction pieces was absolutely the right decision in retrospect. I haven't even received all of them yet, and the options I do have are a little overwhelming when deciding what to use. My only real gripe is that invisible blocks and subzones should have been a day 2 or 3 unlock (still don't have subzones yet).
This is neatly shaping my perceptions of peoples' skill levels. All but 2 of my levels (out of 7) are supposed to be straight-forward Mario levels, and most of them I thought were easy to moderate. The most difficult one I thought was moderate, but it has a completion rate of 11% which I think gets it flagged as "expert." On my brain-dead tutorial level, it's only 81% which is less than the 100% I was expecting.
Finding good community levels is still completely broken. Ars did an obsessive breakdown of the top rated ones, and that's about right. I built a retarded joke level that's one screen wide and all you have to do is go through a door you're standing on top of and let yourself freefall onto the goal. Then I put a massive wad of enemies and obstacles in between, and titled the level "Impossible." It received a star within the first 3 people that played it. :(
People I know with the game are sick to death of the Kaizo levels, and that seems to be a common consensus. I don't know if Ars' solution of ranking things based on percentage of players that starred a course would fix anything, but I wish there were a way to tag levels with things like "novelty" or "ultra-difficult" to filter them out. I don't want to bury them because clearly there's an audience, but there needs to be a useful way to find other things. I have a feeling they'll be revising the search options because most people seem to think it's too hard to find anything worthwhile. |
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