
Thwomp Castle 1
COURSE ID: 8K4-8H0-Q6G
This level was created around the concept of using the Thwomps in Super Mario 3D World's Game Style as moving platforms with hazards to avoid and tense jumps to make.
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After, critique on the first pass, I was told it wasn't challenging enough and lacked a unique twist at the end.
First Pass Playthrough
Second Pass Playthrough
The most important concept I learned when iterating on this level is it is okay if the player dies. If the challenge is too easy, players get bored.
Action Block 1

Pass 1

Pass 2
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Changes in Action Block 1:
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1. I removed the safe area and its invisible 1-UP on the other side of the introduction Thwomp to:
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A. increase the feeling of danger
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B. emphasize the direction the player must go even easier
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2. Placed coins at the spot that will trigger a thwomp to come down and an arrow to emphasize the direction the player needs to go.
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3. I made the roof above the starting spot a slope instead to point the player in a general direction to go
Action Block 2


Pass 1
Pass 2
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Changes in Action Block 2:
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1. Placed the chunk of the pathway that the Thwomp slams into closer so the coins could be in a spot that would trigger the Thwomp.
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2. Placed 2 Coins on top of the Thwomp where it's trigger spot is, to draw the player in so that they could learn about the distance of Thwomps' trigger zones.
Action Block 3


Pass 1
Pass 2
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Changes in Action Block 3:
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1. Forced the player to duck underneath while riding the Thwomp to increase the tension and difficulty of the Castle setting and feeling.
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2. Removed the blocks that slow the Thwomps' push into the wall so the player has less time to escape, increasing the feeling of urgency.
Action Block 4

Pass 1

Pass 2
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Changes in Action Block 4:
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1. Made the safe zone in between Action Blocks 3 and 4 smaller to reduce empty space, increasing challenge.​
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2. Redesigned the next challenge completely. Now an evolution of Action Block 3, where the player must jump over a hazard, duck, and then jump again using the Thwomps momentum.
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3. Added an extra collectable the player can risk it and go for right after the ducking section.
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4. Coins were placed as a reward for the player at the end of the Action Block.
Action Block 5

Pass 1

Pass 2
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Changes in Action Block 5:
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1. moved the Sub section entrence Pipe to the corner of the wall versus the middle. This forces the player to have to quickly jump back to it before the Thwomp returns to its original resting spot and crushes the player completely. ​
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2. Readjusted the amount of coins the player can jump for based on some ceiling height changes.
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3. Changed the location exit pipe of the sub section to be past the entry point and near the checkpoint, to not force the player to retread content.
Action Block 6

Pass 1

Pass 2
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Changes in Action Block 6:
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1. added an extra spike block to the first jump, to increase challenge and tension. ​
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2. removed one of the Spike Blocks on the wall next to the coins for difficulty balancing
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3. I made the area where the player must jump up too, much more narrow. Before, it had too much leeway, and is very easy. I also made the Thwomp go into a hole like before, so, the Player was forced to jump out and escape. The Thwomp isn't submerged in lava, so, he moves quicker, escalating the challenge.
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4. Made the safe area before the next action block smaller, to cut down on empty space.
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5. removed the hidden Super Mushroom Block, as, it didn't feel as organic as I originally anticipated.
Action Block 7

Pass 1

Pass 2
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Changes in Action Block 7:
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1. completely redesigned it to be a narrow Thwomp formed bridge to a safe zone versus going down. Before, it was very risky and left too many things out of view. ​
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2. Removed the second challenge of the Thwomp as an elevator as its use was too similar to the base games' story mode. I needed to make room for the final action blocks' redesign, so, it was removed entirely in favor of a good safe zone with coins before the final action block of the level.
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3. The overall length of the section was significantly reduced to make room for the final action block of the level which was in need of a much more polished and thought out finale.
Action Block 8

Pass 1

Pass 2
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Changes in Action Block 8:
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1. completely redesigned it to be a hallway chase with Spikes to Jump over, and a narrow escape the player must escape up with an optional treasure to grab. This was done so that the finale felt more unique and like a proper final twist of the mechanic seen throughout the level. ​
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2. Placed Grey Blocks by the Thwomp to give the Thwomp a bit of a delay so the player could get moving and make it to the end exit spot with just enough time to barely escape.
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3. Placed arrows at the exit hole as extra reinforcement during the heat of the moment.
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4. An easy shot to the Flagpole, concluding the level.
Action Block 9: Sub area

Pass 1

Pass 2
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Changes in Action Block 9:
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1. Changed the area the player steps on the Thwomp to be far more narrow and risky to increase the challenge, tension, and overall feeling of difficulty. ​
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2. Moved the placement of the collectible to be right at the exit of the Spiked ceiling. This way, the player can immediately high jump from their built up crouch, and lead smoothly into that collectable, and the wall to slide down it smoothly to the next collectable.
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3. Redesigned the second part of the area to be a forced use of the extra collectable technique from the challenge prior. The player must now use the crouch jump to jump from a moving Thwomp over a Spiked wall in order to reach the next Thwomp that leads to the exit.
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This big change was made to make the challenge feel more organic, and like it evolved its concepts, even in a small sub area.
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The original version only had coins the player had to be careful not to jump too high or else they'd be punished. This original version felt inorganic compared to previous challenges and therefore, was changed to better suit the action blocks of the level.
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4. Removed the Brick Blocks that the final Thwomp smashes to increase the difficulty of the final jump off so that the player has to be quick.
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5. The reward at the end was changed from a 30 Coin to a 50 Coin because of the increase in difficulty. Rewarding the player better for clearing the harder challenge.
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6. Invisible Blocks were changed to be semi cloud blocks instead because Invisible blocks for the exit pipe was a bit inorganic feeling.
In conclusion, with the right tweaks, I made a fun, difficult, platforming challenge that feels at home with Super Mario Maker 2 and 2D Mario that strikes a good balance on fair, but difficult challenges and unique ideas.