lightly spoily for the level; design talk
i put in the concept of high road, low road, where the top is fast and satisfying, and where the bottom is more aesthetic
i also wanted to make sure you couldn't get into situations where you needed to restart the level
it's a pretty long course, but the idea was to maximize the parts of mario that i personally find fun, so i hope you all enjoy it! ^^
lightly spoily for the level; design talk
oh yeah, i also liked toying with the different ways you could give the player one-ups, there's a few of them scattered around!