Yeah finding out about that was sort of how this level came to be. Sadly because they were designed as an underwater mechanic originally, they're not very fast or dynamic, which is why they didn't really end up being this level's main focus.
I will say, it took me until 2:45 or so to realize the crystals that were mysteriously cracking and "pow block"-ing the mawmaws... were actually just the mawmaws opening their mouths and hitting their heads on them! I kept rewinding the beginning and being really confused... that animation goes by FAST!
Yup, though a big limiting factor for this level's design is the fact that it only behaves that way for maw maws that move around, stationary ones don't interact with blocks at all.
@Rimea that's a bit weird but I guess it makes sense. If you put a stationary one under a block it won't ever be able to eat anything. But the ones that chase you can easily get under the blocks and I guess the developers decided to give them those properties
This is so cool, feels EXACTLY like a basegame level and yet also shows off cool interactions between various enemies and terrain elements that weren't shown in the actual game!
Awesome level, love the way all the different mechanics interact with each other. I do feel like the yellow-ish sand feels a bit out of place in a dark, purple cave. Maybe changing it to be light gray or even white would work well? If that's even possible at least.
Rimea! I have an idea for a level! First, you spin a wheel with all of the smbw enemies on it 3 times and the first one will be the main enemy of the level and others will be side enemies. Then, you spin a different wheel with a bunch of styles for the level, for example: Ground, Underground, Desert, Beach, etc. And then finally, you spin a wheel with a bunch of different wonder affects on it and that will be the wonder effect of the level. Then, once all of that is done, you make the level with those attributes!
Yeah you might be right, smackerels were clearly designed around the player's slower underwater movement, so a single one isn't a super interesting threat outside of water
No, the camera is locked in place after the wonder effect is done. I suppose the original game occasionally allowed players to backtrack through wonder effect sections, but not in every case, so I think that's fine.
The part with the rising quicksand is pretty cool. Is it still called quicksand though? It doesn't make the player sink in it anymore, so would it just be called sand?
Good mix of mechanics, however they can break easily because they are very slow compared to the player. Is there any way to increase the speed of Buzzy Beetle's shells?
I've often struggled to design levels that aren't relatively difficult, so I wouldn't consider this level's supposed easiness a problem that needs to be fixed.
Hey rimea, why do you keep making some of your levels be members only? I love your levels but is this for like a big project your doing or something? I just wanna know.
Ah, this is a common misconception, I have a pre-written explanation, sorry for the length: I've tried to maintain a weekly upload schedule for ages now, one new video every Friday. For the sake of my own sanity I like to stay ahead of this schedule so I always have a buffer of videos in case I need to take some time off. Channel members get access to these ahead-of-schedule videos the moment I upload them, as opposed to when they fall into that weekly schedule. During this member-only period of a new upload UA-cam still recommends these videos to non-members as a way of encouraging people to become a member, and there's nothing I can do about that (this is beneficial for UA-cam because they take a large cut off of membership earnings). So this means that I don't make any member-exclusive videos, and I am not slowing down my video output for the sake of my members, my upload schedule would've been exactly the same regardless of the videos being early access or not. A large portion of my viewers are younger people without a disposable income, so it wouldn't be a smart move on my part to focus on memberships as a potential large income source compared to the revenue from public videos.
Do you mean during the wonder effect? As far as I've tested, there is no physical way of destroying those shells or making them not clear the path ahead.
Sorry for off topic. Astro Bot won GOTY 2024! I think Astro Bot 100% deserves it! I am a Nintendo/Mario fan not a Playstation guy. But I am going to buy the PS5 for Astro Bot winning alone. Amazing job Astro Bot winning at Game Awards 2024!
Are you of the opinion that every gimmick needs to be introduced at the very start of a level? That's not necessarily how Nintendo's levels are designed.
I had no idea the Smackerel could be used outside of water!
Yeah finding out about that was sort of how this level came to be.
Sadly because they were designed as an underwater mechanic originally, they're not very fast or dynamic, which is why they didn't really end up being this level's main focus.
Is that the sand fish one?
Why is there a 1 month old comment here?
@@LandonEmma people who buy a UA-cam channel membership get early access to my videos
I always love your use of the talking flowers. Somehow there’s always something perfect for them to say in any situation
I will say, it took me until 2:45 or so to realize the crystals that were mysteriously cracking and "pow block"-ing the mawmaws... were actually just the mawmaws opening their mouths and hitting their heads on them! I kept rewinding the beginning and being really confused... that animation goes by FAST!
Ah, that's interesting. I totally see what you mean, thankfully it's not something that the level relies on super heavily.
Just the first few seconds of the level show so much creativity and smart design in how it smoothly introduces the stage's mechanics, wow
That's so interesting how when the maw maws have their mouth open they have what seems to be the same properties as a player's head while jumping.
Yup, though a big limiting factor for this level's design is the fact that it only behaves that way for maw maws that move around, stationary ones don't interact with blocks at all.
@Rimea that's a bit weird but I guess it makes sense. If you put a stationary one under a block it won't ever be able to eat anything. But the ones that chase you can easily get under the blocks and I guess the developers decided to give them those properties
It would be funny to see the Maw-Maw repeatedly open its mouth only to get a concussion immediately.
3:06 using the text box as a visual indicator for the offscreen flower is a cool idea
thanks, though for what it's worth the original game used that same sleeping flower in the same way
1:04 nice use of the rocks to fix the layering issues lol. Guess the short you posted a while back came in handy.
Good catch, I made that short after working on this level.
These levels make me so excited about Project One-hit Wonder...
What dat?
Id like to know too since nothing came out of a quick search
(for those unaware, that's what we're calling the mod that these levels will be used in at the moment)
What’s that?
@@Rimeaoh ok
You Did The Rocks At The Quick Sand! 0:46
I did! Working on this level is what made me realise how those rocks are supposed to be used in fact.
I honestly think these levels are WONDERFUL
this level has such a fun layout. love it
the way the Smackerels are used sorta reminds me of those sand enemies from 3D Land
THE LEAPING SMACKEREL!
LETS DO THIS
This is so cool, feels EXACTLY like a basegame level and yet also shows off cool interactions between various enemies and terrain elements that weren't shown in the actual game!
I like the use of maw-maw's, buzzy beetles, and crystal blocks
This is WONDERful
Awesome level, love the way all the different mechanics interact with each other.
I do feel like the yellow-ish sand feels a bit out of place in a dark, purple cave. Maybe changing it to be light gray or even white would work well? If that's even possible at least.
I don't entirely disagree, but for what it's worth, the original game also uses the sand with this same theme in several bonus rooms.
Wow, that was incredible, great job!
Rimea! I have an idea for a level! First, you spin a wheel with all of the smbw enemies on it 3 times and the first one will be the main enemy of the level and others will be side enemies. Then, you spin a different wheel with a bunch of styles for the level, for example: Ground, Underground, Desert, Beach, etc. And then finally, you spin a wheel with a bunch of different wonder affects on it and that will be the wonder effect of the level. Then, once all of that is done, you make the level with those attributes!
That would be a fun challenge, good idea!
@@Rimeaalso you could spin a fourth wheel for the main powerup if the level aswell to make it a bit more challenging!
10/10 use of the wall walking wonder effect
Wow. Great design.
Great level as usual!
this is a REALLY cool one omg
Any thoughts about starting a Wonder Flower section before the last 10-coin?
you'll be a fan of my next level haha
Amazing! The rising sand section could probably do with another Smackeral if possible
Yeah you might be right, smackerels were clearly designed around the player's slower underwater movement, so a single one isn't a super interesting threat outside of water
One of your best
YES NEW LEVEL!!!!
This is a great level!!! i wish the normal game had more top down levels!!!
fire level
I just love cave levels.
Nice level
it’s almost crazy how many interactions go unused in this game
rimea with another banger
SirPerry with another banger comment
@ ty, appreciate it
Nintendo should hire you!
Did you put any hidden blocks in the wonder section for if a players bactracks through? Or any different flower dialouge?
No, the camera is locked in place after the wonder effect is done. I suppose the original game occasionally allowed players to backtrack through wonder effect sections, but not in every case, so I think that's fine.
@Rimea is the camera also locked so the player can't drill under the wonder flower and enter that way?
@@necrozma_mk7 yes
Amazing level, the wonder could have something more though
The part with the rising quicksand is pretty cool. Is it still called quicksand though? It doesn't make the player sink in it anymore, so would it just be called sand?
Thanks, and I've wondered the same thing about the quicksand haha.
Getting a membership for Christmas, just want to see these amazing levels early!😂😂
Good mix of mechanics, however they can break easily because they are very slow compared to the player. Is there any way to increase the speed of Buzzy Beetle's shells?
I've often struggled to design levels that aren't relatively difficult, so I wouldn't consider this level's supposed easiness a problem that needs to be fixed.
I didn't know half of these synergies could be used
Why can't the maw maws move in sand?
I've just answered my own question, I didn't realize he hit his head
4:50 is that a custion wonder effect for the tiny purples coins because i cannot remember that being in the base game?
😮 you forgot the Condarts Away wonder flower!?
74 views in 36 seconds is crazy
can you make a level that flips the screen to 90 degree?
in wonder effect of course
sadly rotating the screen a significant amount messes with the player's controls for some reason, at 90 degrees you can't move left or right at all
Me Going To Make Dis In MM2
You should be a level designer at Nintendo
finally
I swear when you went underground and came up to the crystal it didn't instantly break?
that's how it's always been
Hey rimea, why do you keep making some of your levels be members only? I love your levels but is this for like a big project your doing or something? I just wanna know.
Ah, this is a common misconception, I have a pre-written explanation, sorry for the length:
I've tried to maintain a weekly upload schedule for ages now, one new video every Friday.
For the sake of my own sanity I like to stay ahead of this schedule so I always have a buffer of videos in case I need to take some time off.
Channel members get access to these ahead-of-schedule videos the moment I upload them, as opposed to when they fall into that weekly schedule.
During this member-only period of a new upload UA-cam still recommends these videos to non-members as a way of encouraging people to become a member, and there's nothing I can do about that (this is beneficial for UA-cam because they take a large cut off of membership earnings).
So this means that I don't make any member-exclusive videos, and I am not slowing down my video output for the sake of my members, my upload schedule would've been exactly the same regardless of the videos being early access or not.
A large portion of my viewers are younger people without a disposable income, so it wouldn't be a smart move on my part to focus on memberships as a potential large income source compared to the revenue from public videos.
0:56 ese sonido es nuevo
This reminds lf the fact everyone through the drill power up eas going to be the best and it isint
What if instead of having only one shell there was a pipe that dispensed shells just in case
Do you mean during the wonder effect? As far as I've tested, there is no physical way of destroying those shells or making them not clear the path ahead.
@ i think there are 1 or 2 others before that
Hi
hello
Can you make levels where you have to play as a Pacific character.
Sorry for off topic. Astro Bot won GOTY 2024! I think Astro Bot 100% deserves it! I am a Nintendo/Mario fan not a Playstation guy. But I am going to buy the PS5 for Astro Bot winning alone. Amazing job Astro Bot winning at Game Awards 2024!
Why did you post this here if you knew it was off topic
... You used 3 gimmicks at the start of the level but only properly introduced one of them. This should have been 2 seperate levels.
Are you of the opinion that every gimmick needs to be introduced at the very start of a level? That's not necessarily how Nintendo's levels are designed.
@Rimea I'm of the opinion they need to be introduced in a safe environment before being used for puzzle solving
@@CassiusStelar to an extent, but I wouldn't say I use any mechanics in this level for "puzzle solving" without introducing them first