Glorious Trainwrecks (http://www.glorioustrainwrecks.com/) presents a collaborative level by Sergio Cornaga, Healy, Danni, Luluna, Juliette Porée, Zecks, Draknek and TheCube:
(http://i.imgur.com/FlifA2N.png)
Rainy Day Adventure!
(http://i.imgur.com/qOhscrB.png)
A level in which you can have exciting conversations...
(http://i.imgur.com/L4bxuBF.png)
...or take an ill-advised trip across the boiling cloud sea.
(http://i.imgur.com/dluPpuJ.png)
There's other stuff, too.
Don't delay! Download it today! (http://www.glorioustrainwrecks.com/files/Glorious%20Trainwrecks%20-%20Rainy%20Day%20Adventure.knytt.bin)
Updated to version 1.3. Credits have been revised. Download link is now hosted on Glorious Trainwrecks thanks to improved file format support.
Updated to version 1.2. A void screen was found, which has now been replaced with a small secret area. See if you can find it!
Note: this version wouldn't upload to knyttlevels.com, hence the Dropbox link.
Absolutely loved the experience :)
My favorite part was the cover of Nifflas's music, it was pretty great. Not sure if it was made for this level or not, but still, loved the feeling of that part.
Everything was pretty perfect, the difficulty is just right for me and the story was pretty cool, specially the end.
I'm not sure if this is intentional, but I love how, in the end, it isn't possible to know for sure if what we see when we use the time machine is a future where Juni saved everyone (meaning that there is only one timeline) or if or if it is a future where some disaster happened and, by visiting the future, we change the course of events (meaning there are multiple timelines).
Will go through it again.
Great to see a new level of this size! I enjoyed playing it a lot; at times it felt like a long-awaited Gaia sequel (which is of course a good thing). Terrific tileset work in many areas, too. Healy's segment was, to me, maybe the best thing he has accomplished yet - so many little details, beautiful and playable interior space design, great dialogue, terrific ... wow. The chip music was mixed a tad bit loud to my taste, but that was the only thing that bothered me about the area.
As for the other areas, well...
I hate to say this, but the parts that really worked for me were the ones done by Sergio and Healy. I wish you two collaborated on this, or another level, or maybe Sergio could've fixed all those other areas into more detailed stuff. Seriously, the mines felt like just a few basic screens, whereas they could've been more maze-ish, or at least there could be more of them. So many areas lacked any sort of background (e.g. The Heavens, the surface area in the mines), which made them look cheap - since the first area was done with great background tiles and set the tone for visual complexity. Areas like 1005x998, 998x993, 979x993 looked so wrong for a level of this ambition and size.
So yeah, all other areas seemed very basic compared to the first two, in every way. After the village, things kind of went a bit downhill for me, and I only started really feeling the level when "Dry" and "Tomorrow" came up - particularly the latter, of course. I don't mean to trash other contributors - I quite enjoyed the level - I just wish it was more consistent.
Sergio, what is area S for? I found it and acquired , but I've not found anything to use it on after leaving Geis, even by looking through the editor.
The only purpose Area S serves is to fill a void discovered after the level had already been released. I consider it a secret/unofficial addition, which is why it's hidden in the editor and absent from the end credits map. You're the only person to ever mention finding it.
While possessing the eye doesn't reveal any new paths, it does cause a few ghosts to show up in the mines. It doesn't cause any ghosts to show up in the ruins of Stonybrook Village, though.
As Raicuparta pointed out (http://nifflas.lpchip.nl/index.php?topic=5217.msg56051#msg56051), the future area can be interpreted as supporting either one timeline or multiple timelines resulting from time travel. The absence of ghosts makes the one timeline interpretation the more credible of the two, though I think it remains open-ended.
You're the only person to ever mention finding it.
8) 8) 8) 8) 8)
The plot ramifications are really clever! Unfortunately I didn't think of the disaster scenario until I read Raicuparta's post, so your cleverness went straight over my head.
Search the heavens for answers. Try not to let the sky fall on your head - perhaps it would help if it couldn't see where to aim?
In more practical terms, if you've used the red key you've gone too far and will have to start over or teleport back (through the mine entrance and into the exit chute wall should do it).