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are mario maker levels a good litmus test for how good you'd be at designing an actual game
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anything past normal difficulty is bullshit jumps so I dont even bother
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>>738365814
depends on what kind of levels you make, a lot of Mario Maker levels are just gimmick trash or kaizo shit, some of which are impressively built, but don't really translate into good game design. I'd say if you can make good traditional stages then you at least have a pretty handle on level design. it does take a decent level of understanding of game design to make a stage with the right rises and falls of difficulty, a good tempo, good secrets etc.
Mario Maker is pretty limited and easy to use though. if you hit a ceiling, try your hand at something a little more complex like a Warcraft 3 custom game or a romhack, that's a real test.
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>>738365814
Depends on what you're actually asking and why. If you're wanting to move on to making actual games and such, then do that. Don't be insecure and just let your interests move you forward. I recommend that, if you wanna keep to homebrew platformers and such, consider the Super Mario Bros X2 for making something original

If you just want to feel like making Mario Maker levels makes you a developer, then no fuck off
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>>738365941
and half the levels in normal are auto play levels
Its trash
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>>738365814
No.
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>>738365814
no, but Speedy Eggbert levels are
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>>738366412
then what is
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>>738365814
No, making an RPG maker game is like a fire baptism, you will then understand that you fucking SUCK at game design, especially when you approach the dreadful experience of *shudder* balancing your game.



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