Two things I wish would be done by every puzzle maker: 1)do not require knowledge from outside the level (glitch or mechanic you didn't teach). 2) no soft locks (make wrong answers reset-able).
@@psuedonym9999 if the level teaches you what to do it complies with point 1 even using glitches. It only violates point 1 if it requires a glitch that you are not taught within the level.
Troll levels are levels that teach (or communicate) an idea* to the player and lets them execute it, but then punish them with death. Since this scheme is well by now, there is also the possiblity of a double bluff, where the player sees that he is tought something, then thinks he needs to do the opposite, but that was actually what the creator expected them to do and they get punished by death anyway. :P * A classic example being a thwomp running towards you. The player has the idea to run away or jump over it, when the actual solution would be to stand still, because a magical seesaw will appear out of nowhere and push the thwomp away. I think the biggest difference between a puzzle level and a troll level, is that in a puzzle level the solution should be in plain sight, albeit hard to understand. Whereas in a troll level the solution should be invisible and impossible to understand. In both cases, the solution should be easy to execute, though.
aknopf building on that, Troll levels make you learn through death. Which is often used in some older games. You find the solution through dying multiple times.
I like your premise but I would modify it with one word: good. "Good troll levels are just puzzle levels..." I would also add that good troll levels tend to base their mechanics on reversals, reversing the idea of what a level normally does, then more advanced troll levels come along and reverse the expectations of what previous troll levels did, etc... These things tend towards levels with a lot of death, but death is not required for a good troll level, I've seen troll levels with reset doors for example.
Yeah. I played a troll level once, and it ended up being fun, which I wasn't expecting. What I learned from that is learning from death and expectation subversion can be fun when used properly. I remember how giddy I was every time I completed a puzzle, and it really taught me something: It's okay to have a hard point in a stage that seems unfair, but it should be easy to get back to when you die and be easy to get past when you figure it out.
2:18 *OBJECTION!* This puzzle's _design_ is actually perfect. There is an obvious problem(door is too high), an obvious solution (the spring), and something confounding the obvious solution (the spring is too far away to use). If a player didn't already know that Mario can carry springs, this would be the perfect way to teach that mechanic to the player; games like _Baba Is You_ and _The Witness_ are full of these incredibly simple puzzles to establish basic mechanics in a way that will prime the player to look back on them in later puzzles. The problem is that by this point in the Super Mario series, most players are already going to be aware of this simple fact, so the puzzle appears tedious. It can, however, be used as part of a series of escalating 'carry the spring' puzzles. However, even then, this puzzle can still serve a purpose! If the next room involved a labyrinthine death trap with a seemingly inconsequential spring by the entrance, the player would be much more likely to assume that they need to carry that spring to the end of said death trap without further prompting. This innocuous little puzzle therefore makes it that much easier to iterate on a theme of 'carry the spring' in a series of puzzles because of that simple priming mechanic.
I love the mention of other puzzle games, and their design. Teaching a player what to do without explicitly telling them is key for game design, so you got that right. Good puzzle.
Or teaching a simple but unknown macanic can be taught used later in the level and can reward the player if they do it not to progress but to be curious
*Have someone playtest your puzzles!* For you, it might look simple, because you *made* the puzzle, you know the solution. But for someone else, it could take them ages due to errors in the puzzle, or it's too confusing, or it's too complicated...
"Remember something puzzles" are what I love so much about Zelda games. It's always so cool when you get the next item from a dungeon and see what it does, and then you're trying to remember all the places in the world you've seen where you can use the new item to get various treasure. Link to the Past is one of my favorites, and I still remember some of those moments, like getting the flippers and then trying to remember everywhere you might be able to get heart pieces now that you can swim.
@@Dinoman972 He does say "the player" whenever he starts using "she". Later, he refers to Link rather than the player, and uses "he". It does make more sense to refer to a hypothetical player as "they" rather than "he" or "she".
@@cube2fox I thought that "one" was considered proper. Gender neutral, doesn't use singular "they." At least, that's what my dual enrollment English teacher wants.
Here's an interesting puzzle that I haven't figured out myself yet: The grocery store is 10 minutes away from our home. My dad went to buy some cigarettes 11 years ago. Now here's the question: Where are you, dad?
Hey Ceave! I'd like to start off with a huge thank you for this video in particular. It's helped me in a pretty unexpected way. I've actually never played Mario Maker... Or any Mario game for that matter. But I've always watched your content for you delivery and explanations. For the past week, I've been stuck on how I should start a puzzle game I'm working on. I just couldn't crack how I should frame my game elements so that they could be expanded upon easily. The way you lay it out here is exactly what I needed though - Viewing things not as unique puzzles every time, but as clearly defined nodes, that have a problem and a solution, locks and keys. I'll be sure to give a little bit of credit to you if I some how get far enough in this for that to matter :)
Hey Ceave just want to say that your level in SMM2 was absolutely amazing and that it must've been very hard to make it AND the vid. I can't imagine the work you put into these masterpieces!
3:53 The amount of arrows here makes this look like a clickbait RUclips thumbnail or a conspiracy theory, and the thing is, Ceave is crazier than a conspirator
I absolutely love this video. It is a systematic and rigorous approach to something many creators feel is unapproachable, and is a wonderful dive into not just how creators make puzzles (although that as well), but what a puzzle itself is.
What I would also classify as a noteworthy puzzle would be the 'seemingly impossible puzzle'. You are given a very obvious and easy solution to a problem (An on-off-block needs to be triggered to disable a red wall blocking the path to a door) however trying to solve it that way causes another problem (Triggering the on-off-block activates a blue wall, trapping you near the on-off-block). Solving one problem causes the other, making it seemingly impossible to solve the puzzle. The solution generally is to trigger the main mechanism from a distance (Using a shell against the on-off-block near the red wall at the door).
~ LIST OF THE DIFFERENT PUZZLE TYPES ~ This vid is amazing, but I've noticed it's hard to remember these examples, so here they are in a list! :D Also, there are tips at the bottom, be sure to read em! Also this is pretty simplified, so be sure to watch Ceave's vid to get a good idea of what each of these are: I'm just making this so it's easier to remember them. ~ Basic Puzzle: Simple problem, simple solution ~ Complex Puzzle: Many simple problems with many simple solutions ~ Learn Something: Have the player learn something like a mechanic they likely won't know about, or a mechanic you add, such as the bowser statue switch example! (6:05) ~ Notice Something: Have the player notice something in the room, such as a vine in the corner! (7:20) Try adding "noise" (a lot of distracting decorations) to improve on this, or make it more difficult. ~ Escort Something: Have the player escort something, like a spike ball. This can also have other puzzles added to it, like with the bullet blaster "learn something" puzzle added in the example at 9:05! You can also try stringing multiple escorts together to unlock something! (eg: a boss key) ~ Remember Something: Have the player remember something from earlier! Eg: having to remember the location of an on/off switch after retrieving an item later! (10:11) ~ Sequence Something: Have the player do things in the right order to solve the puzzle! Eg: having the player drop down items in the right order! (10:36) ~ Spatial Awareness: Test the player's understanding of how different parts of the stage interact with each other. eg: The player sees a room where he can't do anything but leave, but then, later on, he gets the required item to do something in this room! (12:41) These are somewhat similar to "remember something" puzzles. ~ Not-a-Puzzle Puzzles: A problem where the player has to realize it, but where it barely requires any thinking (the puzzle does all the work) Eg: Triggering an on/off block to build a bridge! (13:51) ~ Problem Chaining: Just like with "complex" puzzles, you string multiple puzzles together to make one awesome puzzle! This time, instead of chaining simple puzzles, chain the ones above! eg: A puzzle which requires both spatial awareness and sequencing! (15:01) ~~~ Tips: MAKE PUZZLES EASY TO EXECUTE! The fun in a puzzle is in figuring it out, so if it's tedious or slow, try to do something like putting a checkpoint at the end or making it faster if you know what to do- otherwise, it gets really annoying to do the same difficult thing over and over when you already know how to do it. THESE AREN'T THE ONLY WAYS TO MAKE PUZZLES! These are only a couple ideas! WATCH THE VID AND WATCH CEAVE'S OTHER STUFF! I'm not just saying this bc I'm a fan of Ceave, he talks about many different aspects of Mario Maker that can help a lot in designing your puzzles! eg, mechanisms which can help you create your own thins for the player to learn, or different ways to make not-a-puzzle puzzles look cooler. ~~~ I hope this guide helped you, and helped you remember what was in the video! :D
@@MinePlayersPE yeah, but then it looks weird. I wanted the asterisks touching the text. I heard that "\*" puts a an asterisk, but as you can see, it doesn't.
And then, there's the Troll puzzle, where they present you with a problem, you think you figured out the solution, but the level slaps you in the face with unknown information after you've executed the apparently-correct-but-actually-incorrect solution.
Thanks Ceave! Hopefully my Dad doesn’t refuse to play my next level, he only wants to play puzzle levels that don’t have ANY hard platforming, and I’m used to creating levels that try and balance those aspects, or pure platforming ones...
There's only one thing that kept me from Thumbs-upping this video: You forgot to mention that a good practice to make puzzle creation much easier is to solve the puzzle in your mind, but backwards: While the player first finds the problem and then the solution, the puzzle designer first designs the solution and then the problem.
As someone who recently started making puzzle stages, this video helped a lot in giving me ideas for future levels! I just want to find a way to implement some of those ideas in unique ways so that the puzzles feel fresh and not like something anyone's played hundreds of times before.
If you're still stumped about how to make a good puzzle I suggest you watch "what makes a good puzzle" by game makers tool kit. It goes over more general tips for how to make better puzzles. Another good thing to keep in mind when designing any level for mario maker is that knowing basic principles of game design helps a lot as making a good mario maker level essentially a micro version of making a game
When I saw that Ceave uploaded a video, I clicked immediately and I had a huge stupid smile on my face Liked the Video before it had even started with my big smile still on my face.
This is an excellent guide. I’ve been perfecting a single puzzle level since the game came out and feel like it hits most if not all of your puzzle principles here. I feel like good puzzle levels are hard to find so if anybody in the comments has one please with your level ID! I want to play them! If you want to check out mine, the code is: 80T-WP2-7XF
@@cube2fox... You know that sexism is always sexism. No matter which way you look at it. (I know Ceive isn't sexist, but if he wanted to include girls he should have gone for a gender neutral pronoun.)
Good job referring to the players as a she for 90 percent of the time because now we know either 1.Your transgender 2.your gay 3.your both 4.scared to lose subs by being sexist or 5.your overly non-sexist and we all know its 5
I played a great puzzle level recently, where it introduced a central mechanic (icicles breaking bricks), and slowly added more and more mechanics, such as p-switches, on-off blocks, and munchers. It slowly became more complex to keep your attention while at the core staying at a consistent theme
idk if it's just me but ceave's positivity feels kind of strained in this video, and at the end he said he was dealing with some stuff irl. ceave i hope you're doing alright and just know we're all behind you bro
Ceave we missed you I hope you will upload more cause your basiclly part of my daily life and i was running out of video's :P And yes i watched all video's on your channel :P Friendly greet from Japan
honestly your explaination applies pretty much to puzzles in general. in general more puzzle oriented stages for SMM2 should be big spacial awareness puzzles with it's subsections being combinations of Remember, Escort, Learnsomething, and Not Puzzles, Arguable Notice puzzles are almost not puzzles to me just barely more than a not puzzle. with the remember, learn and Escort all being things to be aware of on your way through the stage. Not puzzles providing a break and a chance to make great moments. like your stage is an evil castle of bowser's, throughout it your taught interactions with munchers in one part, these keep being used in future puzzles that then teach spike/spikeball interactions and link's arrows and down thrust, after all that is a final puzzle that uses components together from the previous puzzles in a different sequence, usally puzzles should let the player look around to really be able to note things about it, then this final puzzle gives a key. this key opening the doorway to the end, maybe a fun bossfight at the end possibly even including evil traps in the puzzles where they look like a previous puzzle but if the player looks closer they realize the solution is a bit different than the previous puzzle while using the same mechanics from before. however those principals definately apply to puzzles in general you teach the player something, then use it in later parts as part of teaching more things, expanding the player's toolbelt then at the end a final test requiring an awareness of what they saw before, remember the things they learned, and notice sutble differences from previous challenges to change their course of action and avoid tripping deadly traps. no matter the medium in general building puzzles pretty much function like this. great video on it actually. very well done.
Two things I wish would be done by every puzzle maker: 1)do not require knowledge from outside the level (glitch or mechanic you didn't teach). 2) no soft locks (make wrong answers reset-able).
@@mahbubmaleksyed5301 No, make horrible antisoftlocks.
It's OK to ignore the first point in Uno Más levels since the player is likely to solve the level accidentally quite quickly.
To make a good level resetable isnt easy you know
@@mahbubmaleksyed5301 then it's a troll level, not a puzzle level. A troll level can have puzzles but that doesn't make a puzzle level.
@@psuedonym9999 if the level teaches you what to do it complies with point 1 even using glitches. It only violates point 1 if it requires a glitch that you are not taught within the level.
When it comes down to it, troll levels are just puzzle levels with a bit of deception and a lot of death,
Troll levels are levels that teach (or communicate) an idea* to the player and lets them execute it, but then punish them with death.
Since this scheme is well by now, there is also the possiblity of a double bluff, where the player sees that he is tought something, then thinks he needs to do the opposite, but that was actually what the creator expected them to do and they get punished by death anyway. :P
* A classic example being a thwomp running towards you. The player has the idea to run away or jump over it, when the actual solution would be to stand still, because a magical seesaw will appear out of nowhere and push the thwomp away.
I think the biggest difference between a puzzle level and a troll level, is that in a puzzle level the solution should be in plain sight, albeit hard to understand. Whereas in a troll level the solution should be invisible and impossible to understand. In both cases, the solution should be easy to execute, though.
aknopf
building on that, Troll levels make you learn through death. Which is often used in some older games. You find the solution through dying multiple times.
And lots of shit sound effects
I like your premise but I would modify it with one word: good. "Good troll levels are just puzzle levels..." I would also add that good troll levels tend to base their mechanics on reversals, reversing the idea of what a level normally does, then more advanced troll levels come along and reverse the expectations of what previous troll levels did, etc... These things tend towards levels with a lot of death, but death is not required for a good troll level, I've seen troll levels with reset doors for example.
Yeah. I played a troll level once, and it ended up being fun, which I wasn't expecting. What I learned from that is learning from death and expectation subversion can be fun when used properly.
I remember how giddy I was every time I completed a puzzle, and it really taught me something: It's okay to have a hard point in a stage that seems unfair, but it should be easy to get back to when you die and be easy to get past when you figure it out.
2:18
*OBJECTION!*
This puzzle's _design_ is actually perfect.
There is an obvious problem(door is too high), an obvious solution (the spring), and something confounding the obvious solution (the spring is too far away to use).
If a player didn't already know that Mario can carry springs, this would be the perfect way to teach that mechanic to the player; games like _Baba Is You_ and _The Witness_ are full of these incredibly simple puzzles to establish basic mechanics in a way that will prime the player to look back on them in later puzzles.
The problem is that by this point in the Super Mario series, most players are already going to be aware of this simple fact, so the puzzle appears tedious. It can, however, be used as part of a series of escalating 'carry the spring' puzzles.
However, even then, this puzzle can still serve a purpose!
If the next room involved a labyrinthine death trap with a seemingly inconsequential spring by the entrance, the player would be much more likely to assume that they need to carry that spring to the end of said death trap without further prompting. This innocuous little puzzle therefore makes it that much easier to iterate on a theme of 'carry the spring' in a series of puzzles because of that simple priming mechanic.
I love the mention of other puzzle games, and their design.
Teaching a player what to do without explicitly telling them is key for game design, so you got that right.
Good puzzle.
Cue the cornered theme
Or teaching a simple but unknown macanic can be taught used later in the level and can reward the player if they do it not to progress but to be curious
Do you know aliensrock? Just asking, because you mentioned Baba Is You and the Witness which he happened to play
@@aa01blue38
Never heard of them; I'm just very fond of puzzle games, and those two titles happen to have some very distinctive design elements.
Petition for Nintendo to add Ceave’s “Hooray” sound effect into the game.
Pls yes
Huooray
Signed
Signed
Youve got my vote
from now on I’m calling school an “evil learning chamber”
Me too
It always was
NOO
6:25 is the time stamp
Exactly 5 Lemons What are you learning though?
There was only one Suprisingly Simple on this episode:
10:57
F X2
We have a new jet eriksen
Yes
Like number 100
The episode is Surprisingly Complicated
Next “how to design a good troll level”
That's easy!
BananaFana he said good troll level. Good ones are really hard to make
@@Hehe-nt4oe OK, I admit that those are hard to make, but, it's not _That_ hard
BananaFana no hitting a kaizo block and falling to your death, hidden blocks with keys, or powerups that are a softlock.
I’d say a “good” troll level is one that’s creative with its trolling
Am I the only one who noticed how scratchy Ceave's voice was. Hope you're feeling ok Ceave :(
I noticed too, I just hope that he’s only tired ):,
Probably has something to do with the real life puzzles he mentioned at the end.
I didn’t
I just noticed when you said that
"When link got added, puzzle levels started to *SPIKE* up"
aaaaaaaaaaaauuuuuUUUUUUUUUUUUUUGGGGGGGGGGGGGGGHHHHHHH
You are the Sans of Mario Maker…
AYYYY
*applause*
Eevee Master lol
0:24 "Basically, the arrival of Link, caused a *spike* in puzzle levels."
I'm not sure if that was a pun or not.
Hi Ceave! I hope you are well, and I hope those real-life problems get solved! Take your time, please! I love your videos!
Me everytime Ceave uploads:
HOORAY!
@Titouan R lol, nice one!
@King Furio it's fine! The more the merrier!
Yeah its rate enought
Holy Fuzzy!!
Then you rarely go hooray
*Have someone playtest your puzzles!*
For you, it might look simple, because you *made* the puzzle, you know the solution. But for someone else, it could take them ages due to errors in the puzzle, or it's too confusing, or it's too complicated...
Wow, good job *literally quoting ceave*
them -> whom
* I started to lose brain cells at 03:15
F
F
F
F
Dude, I played Undertale just before watching this video.
Ceave when mario maker 3 has both fuzzies and coin throwing sledge bros: I won... But at what cost?
6 years since og mario maker prob
It feels like it has been so long since we have had a Ceave video
Its been a month
Peter yeaman same
It’s been a month sence his last vid.
Feels like he didn't upload since the last decade
It's been a decade
"Remember something puzzles" are what I love so much about Zelda games. It's always so cool when you get the next item from a dungeon and see what it does, and then you're trying to remember all the places in the world you've seen where you can use the new item to get various treasure. Link to the Past is one of my favorites, and I still remember some of those moments, like getting the flippers and then trying to remember everywhere you might be able to get heart pieces now that you can swim.
Hooray count: 5
Total so far: 332
you mad lad
was i the only one who was confused as hell when he was referring to link as "she"?
@@Dinoman972 He does say "the player" whenever he starts using "she". Later, he refers to Link rather than the player, and uses "he". It does make more sense to refer to a hypothetical player as "they" rather than "he" or "she".
Maybe Ceave is in university? In academic papers it is usual to refer to hypothetical persons as "she".
Isn't it Legends of Zelda?
Maybe it's Linkle...
@@cube2fox I thought that "one" was considered proper. Gender neutral, doesn't use singular "they." At least, that's what my dual enrollment English teacher wants.
Lot of people got their video’s demonetized for saying “bombs”
Exploding Devices
Just say "items that due to chemical reactions, pressure or other reasons create a large shock wave and release a high quantity of energy"
@@ejsowden9075 ok
*boomers*
Pocket Loud Boomy Machines
Drop what you're doing.
Ceave uploaded.
Spaceturtle 8008 Hello person I’ve never seen befor how are you
@@marrimars Even if you were not talking to me, i will still answer! i am doing fine, how about you?
Eat dorrito.
When phone ring....
-Club Penguin is kil- Ceave gaming just uploaded.
-No- Yes!
@@Chad_Eldridge what do you mean?
@@Chad_Eldridge Oh okay, so the "never saw people comment this kind of things" is ironic?
Teacher: The test isn't that complicated
The test: 3:13
It’s surprisingly simple
Children who are not good brain: *D A F U Q*
And then there's Celeste where executing the solution is arguably the more fun part and stays relevant after knowing the puzzle already.
Ceave Gaming: where every question is eternal.
Nice catch on the fall back line!
Here's an interesting puzzle that I haven't figured out myself yet:
The grocery store is 10 minutes away from our home. My dad went to buy some cigarettes 11 years ago.
Now here's the question: Where are you, dad?
probably in my basement
Josh?
Papa?
Hey Ceave! I'd like to start off with a huge thank you for this video in particular. It's helped me in a pretty unexpected way.
I've actually never played Mario Maker... Or any Mario game for that matter. But I've always watched your content for you delivery and explanations.
For the past week, I've been stuck on how I should start a puzzle game I'm working on. I just couldn't crack how I should frame my game elements so that they could be expanded upon easily. The way you lay it out here is exactly what I needed though - Viewing things not as unique puzzles every time, but as clearly defined nodes, that have a problem and a solution, locks and keys.
I'll be sure to give a little bit of credit to you if I some how get far enough in this for that to matter :)
So is now the game programmed. Ya i waited for a year to ask this
Ceave: *everything is an eternal question, even if it is a second old*
And the answers are always surprisingly simple.
9:18 - 9:23 I'm pretty sure that this would create a black hole
Hey Ceave just want to say that your level in SMM2 was absolutely amazing and that it must've been very hard to make it AND the vid. I can't imagine the work you put into these masterpieces!
3:53 The amount of arrows here makes this look like a clickbait RUclips thumbnail or a conspiracy theory, and the thing is, Ceave is crazier than a conspirator
Hi again
Christopher Moon justin y’s alt account
I absolutely love this video. It is a systematic and rigorous approach to something many creators feel is unapproachable, and is a wonderful dive into not just how creators make puzzles (although that as well), but what a puzzle itself is.
3:08 seems legit...👍
I’m not first
and I’m not last,
but when Ceave uploads,
I click fast.
3:11 Well this escalated quickly.
Me When Ceave Uploaded After Ages:
*holy fuzzy*
I've been scratching my head over my newest dungeon for days, this was perfect, thx!
What I would also classify as a noteworthy puzzle would be the 'seemingly impossible puzzle'. You are given a very obvious and easy solution to a problem (An on-off-block needs to be triggered to disable a red wall blocking the path to a door) however trying to solve it that way causes another problem (Triggering the on-off-block activates a blue wall, trapping you near the on-off-block). Solving one problem causes the other, making it seemingly impossible to solve the puzzle. The solution generally is to trigger the main mechanism from a distance (Using a shell against the on-off-block near the red wall at the door).
Much love buddy. You make the Mario maker community better. Hope your real life problems solve themselves quickly!
I was literally wondering when he was going to upload again
I know, right?
And the answer to that is surprisingly simple: Today q:
Like literally
This is the video I’ve been waiting for for years
10:13 Except it _is_ reachable, with a well cooked exploding device.
3:55
All I see are “problem ▶️” and “Solution ▶️”
RUclips is giving ceave the recognition he deserves
*demonitised for saying 'bombs'*
No algorithm can give Ceave the recognition he deserves.
Awesome video! Now I want to go make some puzzles myself. I hope your IRL puzzles are solved soon, Ceave.
~ LIST OF THE DIFFERENT PUZZLE TYPES ~
This vid is amazing, but I've noticed it's hard to remember these examples, so here they are in a list! :D Also, there are tips at the bottom, be sure to read em! Also this is pretty simplified, so be sure to watch Ceave's vid to get a good idea of what each of these are: I'm just making this so it's easier to remember them.
~
Basic Puzzle: Simple problem, simple solution
~
Complex Puzzle: Many simple problems with many simple solutions
~
Learn Something: Have the player learn something like a mechanic they likely won't know about, or a mechanic you add, such as the bowser statue switch example! (6:05)
~
Notice Something: Have the player notice something in the room, such as a vine in the corner! (7:20) Try adding "noise" (a lot of distracting decorations) to improve on this, or make it more difficult.
~
Escort Something: Have the player escort something, like a spike ball. This can also have other puzzles added to it, like with the bullet blaster "learn something" puzzle added in the example at 9:05! You can also try stringing multiple escorts together to unlock something! (eg: a boss key)
~
Remember Something: Have the player remember something from earlier! Eg: having to remember the location of an on/off switch after retrieving an item later! (10:11)
~
Sequence Something: Have the player do things in the right order to solve the puzzle! Eg: having the player drop down items in the right order! (10:36)
~
Spatial Awareness: Test the player's understanding of how different parts of the stage interact with each other. eg: The player sees a room where he can't do anything but leave, but then, later on, he gets the required item to do something in this room! (12:41) These are somewhat similar to "remember something" puzzles.
~
Not-a-Puzzle Puzzles: A problem where the player has to realize it, but where it barely requires any thinking (the puzzle does all the work) Eg: Triggering an on/off block to build a bridge! (13:51)
~
Problem Chaining: Just like with "complex" puzzles, you string multiple puzzles together to make one awesome puzzle! This time, instead of chaining simple puzzles, chain the ones above! eg: A puzzle which requires both spatial awareness and sequencing! (15:01)
~~~
Tips: MAKE PUZZLES EASY TO EXECUTE! The fun in a puzzle is in figuring it out, so if it's tedious or slow, try to do something like putting a checkpoint at the end or making it faster if you know what to do- otherwise, it gets really annoying to do the same difficult thing over and over when you already know how to do it. THESE AREN'T THE ONLY WAYS TO MAKE PUZZLES! These are only a couple ideas! WATCH THE VID AND WATCH CEAVE'S OTHER STUFF! I'm not just saying this bc I'm a fan of Ceave, he talks about many different aspects of Mario Maker that can help a lot in designing your puzzles! eg, mechanisms which can help you create your own thins for the player to learn, or different ways to make not-a-puzzle puzzles look cooler.
~~~
I hope this guide helped you, and helped you remember what was in the video! :D
thank u so much!
These tips could also be adapted to make puzzles for D&D, which is probably what I'm going to actually end up doing.
**sees video in recommended**
Me: meh, I'll just add it to watch later.
**sees it's Ceave Gaming**
Me: MUST WATCH NOW
Does anyone know how to put asterisks in a comment without it being bolded?
@@awesomness6775 iirc spaces doesn't * format *
@@MinePlayersPE yeah, but then it looks weird. I wanted the asterisks touching the text.
I heard that "\*" puts a an asterisk, but as you can see, it doesn't.
And then, there's the Troll puzzle, where they present you with a problem, you think you figured out the solution, but the level slaps you in the face with unknown information after you've executed the apparently-correct-but-actually-incorrect solution.
Ceave when he does any challenge video:
Yes it is TRULY impossible....
....unless...?
Thanks Ceave! Hopefully my Dad doesn’t refuse to play my next level, he only wants to play puzzle levels that don’t have ANY hard platforming, and I’m used to creating levels that try and balance those aspects, or pure platforming ones...
Video got recommended before it even showed up in my notifications.
RUclips pls
That happens to me very often.
So do i
Good luck with your real life puzzles! Those can be the hardest to go through, but hopefully rewarding in the end. Take care Ceave! 🤗
"or, you know... math"
you monster
Random person: how do We cure the corona virus?
Ceave: wElL iT’s SuRpRisInGlY sImPle.
"Small" puzzle dungeon
7:37 Red herring is a term that exists
So you made a randomisation level once...
Could you make a randomizing puzzle?
Ceave please upload more, I really missed your helpful mario maker videos
I don't even play the game anymore but when ceave uploads I'm so happy anyway
Ceave:*uploads a video*
Me:i dint know i could get this far that know i dont know what to do
Edit:
Nobody:
Click bait videos: 3:47
I don't own the game or the system, yet I still enjoy these videos. I'm
Puzzled.
Not sorry.
There's only one thing that kept me from Thumbs-upping this video:
You forgot to mention that a good practice to make puzzle creation much easier is to solve the puzzle in your mind, but backwards:
While the player first finds the problem and then the solution, the puzzle designer first designs the solution and then the problem.
13:36 "but after a while our arrow-shooting not-a-plumber" ceave i absolutely love the way you call things
My brain started to break apart at 3:06
3:05 So you're becoming a rapper now?
As someone who recently started making puzzle stages, this video helped a lot in giving me ideas for future levels! I just want to find a way to implement some of those ideas in unique ways so that the puzzles feel fresh and not like something anyone's played hundreds of times before.
Amazing job as always!
It would be awesome to see another LevelHead video regarding the same topics you talk about in SMM videos :D
Teacher: The quiz is simple
The quiz:
If you're still stumped about how to make a good puzzle I suggest you watch "what makes a good puzzle" by game makers tool kit. It goes over more general tips for how to make better puzzles. Another good thing to keep in mind when designing any level for mario maker is that knowing basic principles of game design helps a lot as making a good mario maker level essentially a micro version of making a game
I would argue good troll levels are harder to make than puzzles, but both are so hard to get done right.
Looks like I'm sitting on the toilet for 16 minutes
Ceave: you can make math levels in smm2.
Someones mom lol: CaN I BoRrOw Ur SwItCH?
When I saw that Ceave uploaded a video, I clicked immediately and I had a huge stupid smile on my face
Liked the Video before it had even started with my big smile still on my face.
Thank you so much for all these ideas!!!
He's alive!
Thank you for talking about tedious execution! I see too many "puzzles" that kill you for no apparent reason and have no checkpoint.
Is it my thing or Ceave's voice sound an 80% less active than always?
Are we also getting a mushroom championship this year? We have so many new items and enemies to take part, would really like it
3:07 this could be a question in a math test XD
*visible confusion*
Thanks, Ceave!
“The key to solving “notice something” puzzles is to...
*file with HR block.* “
Hmm
Yes
The floor here is made out of floor
Good luck on you IRL puzzles. Hope all's well
2:36 "Several [surprisingly] simple problems"
This is an excellent guide. I’ve been perfecting a single puzzle level since the game came out and feel like it hits most if not all of your puzzle principles here. I feel like good puzzle levels are hard to find so if anybody in the comments has one please with your level ID! I want to play them!
If you want to check out mine, the code is:
80T-WP2-7XF
Why does this man call the player a "she"....
To remind us that the player could be girl. (And to _virtue signal_ maybe :D)
@@cube2fox he could have said "them" tho.
@@FranXiT I know, but the point is to _~make girls more visible~_ because there are relatively few girls who play video games.
@@cube2fox... You know that sexism is always sexism. No matter which way you look at it. (I know Ceive isn't sexist, but if he wanted to include girls he should have gone for a gender neutral pronoun.)
@@FranXiT Or alternate between "she" and "he"? I think later in the video he refers to the player as "he".
Noise Puzzles AKA Carl Box Puzzles. Also, he seems to enjoy speedrunning and executing the puzzle after he finishes them, CarlSagan42 I mean lol
The amount of puzzle levels just doubled
From 1 to 2!
Next monday (i think), i have smm2, so i think this video may help.
10:12 Link can reach the ON-OFF switch with a bomb but it's risky
Return of the king
Good job referring to the players as a she for 90 percent of the time because now we know either 1.Your transgender 2.your gay 3.your both 4.scared to lose subs by being sexist or 5.your overly non-sexist and we all know its 5
I played a great puzzle level recently, where it introduced a central mechanic (icicles breaking bricks), and slowly added more and more mechanics, such as p-switches, on-off blocks, and munchers. It slowly became more complex to keep your attention while at the core staying at a consistent theme
Hey ceave, you're soon gonna have some new things to work with in the next update.
I love your vids sooooooooo much💙
10:11 you can reach this by chucking a bomb at it, but we get the idea :P
idk if it's just me but ceave's positivity feels kind of strained in this video, and at the end he said he was dealing with some stuff irl. ceave i hope you're doing alright and just know we're all behind you bro
Hope you get things sorted out with your real life "puzzles", Mr. Ceave. Take as much time off as you need, we understand. ♥️
Ceave we missed you
I hope you will upload more cause your basiclly part of my daily life and i was running out of video's :P
And yes i watched all video's on your channel :P
Friendly greet from Japan
I hope the solution to your Real-Life-Puzzles are actually surprisingly simple! :)
honestly your explaination applies pretty much to puzzles in general. in general more puzzle oriented stages for SMM2 should be big spacial awareness puzzles with it's subsections being combinations of Remember, Escort, Learnsomething, and Not Puzzles, Arguable Notice puzzles are almost not puzzles to me just barely more than a not puzzle. with the remember, learn and Escort all being things to be aware of on your way through the stage. Not puzzles providing a break and a chance to make great moments. like your stage is an evil castle of bowser's, throughout it your taught interactions with munchers in one part, these keep being used in future puzzles that then teach spike/spikeball interactions and link's arrows and down thrust, after all that is a final puzzle that uses components together from the previous puzzles in a different sequence, usally puzzles should let the player look around to really be able to note things about it, then this final puzzle gives a key. this key opening the doorway to the end, maybe a fun bossfight at the end possibly even including evil traps in the puzzles where they look like a previous puzzle but if the player looks closer they realize the solution is a bit different than the previous puzzle while using the same mechanics from before. however those principals definately apply to puzzles in general you teach the player something, then use it in later parts as part of teaching more things, expanding the player's toolbelt then at the end a final test requiring an awareness of what they saw before, remember the things they learned, and notice sutble differences from previous challenges to change their course of action and avoid tripping deadly traps. no matter the medium in general building puzzles pretty much function like this. great video on it actually. very well done.