(http://i.imgur.com/IhKGmXD.png)
It's my level! For Knytt Stories!
After a month in development, hopefully it was worth the wait. Much Ado is a linear, mildly challenging story with 100+ screens and a secret ending (and a couple toasts). My fastest time speedrunning is 9m09s. The initial idea of this map was to have several very distinct and separate areas each with their own interesting gameplay gimmicks. I eventually ended up with this level. :)
Juni wakes up and does stuff. A lot of stuff. And dies a lot, probably.
All tilesets used in this level are original and drawn by me. :D
Another candidate for this levels name was "A Midsummer Knytt's Dream"
DOWNLOAD i guess (v3) (https://www.dropbox.com/s/1kta27orhch9qul/xZilas%20-%20Much%20Ado.knytt.bin?dl=1)
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A few boring screenshots!
(http://i.imgur.com/kSBS8l9.png)
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(http://i.imgur.com/uB28kFw.png)
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(http://i.imgur.com/gKOcOLs.png)
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Credits!
"Danse Morialta", "Comfortable Mystery 3", "Water Prelude", "Evening Fall - Harp", "Lone Harvest", "Road to Hell", "Ave Marimba", "Unanswered Questions"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
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ixMarcel, egomassive and Shreeps were also inspiration. But don't tell them I said it!!!
Thanks for the stunning review haha! :D
Unlike my previous level, this one I mapped out a theme, general game map and concepts on paper before drawing tilesets and putting it together in the editor. Definitely an interesting way of doing it :^^:
toast hint just in case:
Look in the gray cavern for a secret hole.
Beautiful level! Very enjoyable indeed.
Loved the fact that you could inspect various items along the way (the commentary was fun). Some little gameplay tricks you did were cool!
Seen both endings and I'm a little confused.
Are you going to sleep or merely waking up? :O
You really left it open to interpretation!
Also, payback time (https://youtu.be/dlRtzRJmXpc)!
Thanks! I'm glad you noticed the inspect-able items :)
Regarding the ending:
My version: Juni was asleep from the beginning. In the normal ending, confusingly, she falls through the sky and ends up in her bed. If you do the secret ending, you find out she is asleep and dreamt the whole thing, and (HOPEFULLY) it makes sense why the first ending was strange. You ever have one of those dreams where you wake up, go through your day, then wake up for real? From a developmental point of view, it was the very last element to be done, and felt a bit botched...
I was so confident that this level was airtight of void screens. Great job C)
Nice level!
And nice tilesets :)
Imho a good decision to make tilesets with black outlines for ground tiles.
I liked the cute details a lot, like the set table with a lizard on, the protips and the cloud dude holding a rain cloud.
The custom underwater powerup was cool.
I was on the verge of doing the exact same thing as canteven but then i remembered that post.
Playing through it was a breeze with no frustrating parts.
I'll try for the secret ending soon if i get time!
It was a fun and quirky adventure :D The difficulty curve was quite smooth for the most part (with only some of the looping icy screens giving me a bit more trouble than I expected), and the graphic style was clean and appealing. I also particularly liked the dialogue and the way you handled the transitions between the different areas.
* There was a typo in the dialogue for the secret toast in the underground area: "occouring"
* I managed to find the secret ending before the normal one, but I was unable to return to the cloud area after that point, since the game auto-saved right before the cutscene. It'd be nice if the player had the option to return to the cloud area and try the normal ending without having to restart from scratch.
* The fact that you can see (but not reach) the yellow key after you find the hidden toast in the "spiky palace" area confused me for a bit, until I realized I didn't need to collect it at all. This is just me being a little OCD, though :P
Thanks for playing!! I consider myself TERRIBLE with dialogue, so I'm flattered that you found it particularly enjoyable. The transitions between areas actually came about because having 2 tilesets on screen was too complicated for and looked ugly, and coincidentally did a good job of separating the areas further than music and art style can.
Ah, occouring occuring occurring. On par with neccessary necessary and foilage foliage when it comes to mispellings misspellings. I'll fix these issues in the next version. I can just remove a key and untick the "save after cutscene" box. :P