Just because you think you know someone, doesn't mean you actually do... Not until you dig a little deeper into their psyche, that is. What they've done, who they've done it to. You'd never know about some people....
Well, here it is for all of you good people! It isn't very long or anything, short and to the point, I guess. There is a secret area somewhere if you feel so inclined to locate it. I wanted to make this a lot bigger than it is and include different endings and such. But man, I don't have the time to even work on something this small!
Anyhoo! Do your best to enjoy it! :)
Screenshots located at http://nifflas.lpchip.nl/index.php?topic=6019.0 (http://nifflas.lpchip.nl/index.php?topic=6019.0)
http://www.mediafire.com/download/b24mv2n9ak4lou1/James_Vaughan_-_Caged_In.knytt.bin (http://www.mediafire.com/download/b24mv2n9ak4lou1/James_Vaughan_-_Caged_In.knytt.bin)
Thanks, guys!
Talps, all my secret areas in any of my levels (at least the ones with secret areas, which might be all of them besides Insurance) are usually lighthearted or a breath of fresh air from the story of the game. I dunno, I always thought that's what a secret area should be. :) And the ending is the way it is for a couple of reasons:
First, I wanted to show that having no regret for the things you've done in life could lead you to a path that you can not stray from. One you have to continue on and there is no going back and it'll eventually eat you, consume you, to the point you go over it all over and over again in your mind. Second, when I first started this level, I had come straight from watching Hellraiser: Inferno, which, although, most people hate, I thoroughly enjoy because of its message.
egomassive, the last few screens were designed with the mindset of having to rush through your life and that if you don't think while you are rushing, accidents will be more prone to happen. While the first few screens were designed with the thought of taking it slow and trying to do things right, you can think clearer when you take it easy. Some people end up living too fast and not realizing what they're doing to others and what that effect might have on themselves.
So yeah! :) Thanks again guys!
Hello, James! Glad to see you are making levels again!
This level was a bit shorter than I thought it would be, and while some of the challenges were indeed head-bashingly hard, I got through most of them pretty quickly.
The message is one that resonates with me personally, though I have never made a mistake so huge it ruined someone's life. (and I hope I never will)
On a lighter note, I will say that:
The bars of the cage throughout the level had many holes in them that I could definitely have jumped through if a 3-D perspective were taken into account. :P I actually thought for a moment that you might have hidden a secret warp on one of those holes...
I loved the art and the style. The story was certainly resonant. And the way the level was put together was really cool. I'm not very good so I did have to cheat in the editor to finish the last challenge room but I'm absolutely terrible at Knytting. The repetitious music didn't really bother me but I started to get a headache from playing it with the desktop blacked and the white screen flashing because I kept dying so much. And anyway,
It's hell. If the music is annoying then consider it just part of the torturous ambiance! Or something like that.
So, to continue, these aren't complaints but more a bit of advice (should anyone care, or you if you ever make another level) and these are based on my own findings having done the exact same things. To that end, they're certainly not bugs or errors just things to make a level more solid and smooth.
When you do a sticky shift, make sure you use a square type shift because you can nudge yourself into not being able to use the shift. I had to restart at the last save once because of the spot shift on the first interlude with dialogue because I got stuck having moved awkwardly into the sticky spot.
Also, if you can, using layer 2 as a redundant image of the overlaying 6/7 custom objects means that things won't pop into each screen. I mean it's certainly inevitable that you can't do something like that for the moving clouds (nice touch, by the way) but the bars through the level could have been done with a redundant image of the bars at layer 2 and then moving through screens means when they pop in it's much less noticeable if it is at all.
I'm not suggesting you do these things just some advice to anyone who's making levels. Again, good level.
Fine level. It didn't feel Lunatic to me, more like Very Hard.
Wallswim from x990y1007 to the right.
In all ending screens there's no NoJump to make Juni unmovable.
The COs revealed a KS bug - they stop appearing after some number of screen switches.
How in the name of BAGELS do you get past the screen with the red spikey thing that chases you? Normally I'm good at challenges like that, but nothing I try will get me up the first section.
Before the difficult part wait for the red thing to catch on to you, so that it would be behind when you move instead of rushing and meeting it face-to-face.
And I especially enjoyed this one (http://i.imgur.com/DRs2es4.png), it required both speed and perfect timing.
I rushed through it by climbing the wall in the previous screen.
Turns out Animated Picture object's Destroy doesn't free stuff. I wonder why your mod eats up only 2MB. Might be MMF2 version, mine is really dated.
Edit: Found the answer: http://nifflas.lpchip.nl/index.php?topic=2542.10 (last post)
My Animated Picture version was older. The new one doesn't leak :)