Here we go...
This is the medium-sized (108 unique, playable screens, I think) first part of a larger level I'm building. There will be at least two, possibly three more parts. The main focus is on exploration and scenery, and on discovering the shape and history of the world Juni lives in. It's a pretty strange shape and history... (though I'm still somewhat hazy on most of the details of said history).
There's lots of rain, and lots of cats. You can pet the cats. You should (or so they tell me).
Screenshots: ETA, July 17, 2010: Sorry, had to take all the screenshots down as they were hosted on my webspace, which may be compromised at the moment.
(http://www.allabouthmpf.com/city.png)
(http://www.allabouthmpf.com/blue cave.png)
(http://www.allabouthmpf.com/grey sewers.png)
(These are not the most interesting areas of the level. I didn't want to spoil too much, for those who haven't been to the preview thread (http://nifflas.ni2.se/forum/index.php?topic=1258.0).)
(ETA, August 29, 2009: For a handy compilation of screenshots collected all in one place, check the Falling Water download and preview page at my website. (http://www.allabouthmpf.com/falling water preview/falling water.htm) Warning: this contains at least one screenshot from practically every area of the game, so it's a big-time spoiler. However, for those who don't like to download stuff if they aren't absolutely sure they'll like the look of it, this may be useful.) ETA, July 17, 2010: The website is offline, for now.
There is very little music in this part; later parts will have more. The reason for this is that I wanted this part to feel somewhat everyday/mundane, because it's nearly completely set in Juni's home town (although parts of this town will hopefully feel strange and interesting to the player). Music will set in once she gets to areas that are more foreign to her.
The one piece of 'custom' music I've used is "The Valley" by Lucas Paakh aka Kajenx, from his very beautiful (and also very rainy!) game "William and Sly", which you can play here (http://www.newgrounds.com/portal/view/503833).
Here's the level:
Falling Water part 1, v1.2, now at knyttlevels.com (http://www.knyttlevels.com/levels/Hmpf%20MacSlow%20-%20Falling%20Water%20part%201.v1.2.knytt.bin) ETA: Fixed an error in the credits; ETA2: Fixed waterfall issues etc. described by googoogjoob.
For completists, here's a list of all the 'secrets'/'eastereggs'/strange things you can find in the level:
- the Winter Wardrobe
- the Summer Wardrobe
- the Society for Not Jumping Off Roofs
- a secret way to the *Lower* Lower City
- the Labyrinth House
- the Cats of Wisdom
- various inside rooms in the Lower City
- a cat who gives you the doublejump powerup (make sure you get this!)
- Kalle the Traveller (you definitely *need* to meet him, or you won't know what part 2 will be all about!)
Epic! Plus you've used these fantastic Sinix tilesets! Great usage of shifts in the tower part. This is a great exploration level.
But let me tell you about a bug:
The screen with the cat saying "Your journey is about to begin" , just before end. doesnt leed anywhere on the way down
Wow, this was even better than I thought it would be.
I completely agree with the comparison to the Nevermore series (which I also love)... true, it doesn't look like Nevermore, and it doesn't sound like Nevermore, and it doesn't even quite feel like Nevermore (between the play mechanics, the different dialogue style & different storyline/goals); it definitely doesn't smell like Nevermore, with all those rat-filled sewers; so I guess that leaves... it tastes like Nevermore! Yes, that's it exactly: it leaves a complex, lingering, pleasant yet thought-provoking aftertaste.
Knytt Stories -- and your LiveJournal level recommendations -- drew me in in the first place with the promise of exploration-focussed platform-adventure gameplay. This level delivered on so much of that promise.
You've done wonders with setting mood via creative use of tilesets. If you haven't quite mastered the art of avoiding the use of no-jump/no-climb/invisible-wall architecture -- as opposed to the 'natural formation' method -- to block off areas, you've surely attained at least 'journeyman' status. (Incidentally, I actually really liked the way that bluish castle-y section worked, especially with some towers being solid-walled & others having roof-platforms only; it was visually interesting and a pleasant but not unreasonable challenge.) The overall feel of the level was consistently maintained -- with the exceptions of the few pointedly different screens such as inside the
Early in the level, I found the chimney/step jumps a bit frustrating, because it's so easy to fall down more than one step due to how exactly the jumps need to be timed. Don't get me wrong, I really liked the idea of a 'trick jump' that remained just as challenging even after acquiring mutliple powerups as it was with no powerups whatsoever!
I did find myself wishing that particular bit of challenge was less-used (not eliminated entirely) though, especially when the first shaft continued for another full screen-height. I dropped most of the way down a few times, after having gotten nearly to the top. Offsetting the upper section left or right one tile would have made me much less growly while trying to get those first few powerups. Which, speaking of, I actually liked the way Juni had to go into the same maze-like sewer area after each of those first couple of powerups, and was able to access new areas each time. That kind of level design can be tiresome, neutral, or enjoyable; in this case it was enjoyable.
Also, the rats, while not actually dangerous, were delightfully creepy thanks to the combination of their default movement and, again, your inspired level design.
I'm looking immensely forward to part 2!
P.S. I did in fact find all of the secrets / Easter eggs without help or even peeking at the list of what to look for. Which, again, with the way I play (checking every nook and cranny) speaks to good level design.
P.P.S. For part 2, there are other ways to handle the exposition besides dialogue balloons (from cats, Knytts or other beings); you could put in something like a mural, sculpture, obelisk or similar monument, in a 'ruins' state if that fits your story better, to tell or at least suggest the story elements you want to introduce. And the exposition from such inanimate objects can be done via sign-dialogue-bubbles or via cutscenes. Alternately you could have Juni need to nap in a significant/spooky location, and give her an informative dream via cutscene. Just think outside the (dialogue) box, and you'll see there are all sorts of storytelling possibilities. Heck, you could stack up a bunch of "fly" creatures & have a hive of friendly bees tell Juni some of what the story needs her to learn at that point. If you don't think of the lack of some particular element -- in this case a village or city with people to talk to -- as limiting you, you'll realise that it doesn't limit you.
Parts 2 and 3 are about finding out the history of the creation of the world Juni lives in, essentially. I'm still struggling a bit with how to tell that history, though. It's hard to fit it all into cat dialogue balloons, and the cats are virtually the only thing that talks in most of part 2. *sigh*
So, I'm stuck.
I can't figure out where to go at the point where Juni says "Stars...".
I only have the run and high jump powerups, which might be the problem, but...
I am stuck.
I love the level, so if anyone could tell me what I'm doing wrong, that would be appreciated.
EDIT: Is that just the end?
I understand it's just part one...
EDIT TO THE EDIT: Actually that's definitely not the end. There's no sign anywhere. :ohnoes:
Just go back the way you came. The "stars" cave is a dead end. (For now. ;-))
Wallswim when walking on the slope on the edge of the screen when you walk away from the people who don't jump off roofs