Thanks for posting this! :)
It was was a fun playthrough! I liked the starting area and the initial "flow" of getting the first few powerups. I also loved the city-in-the-sky. It was quite scenic! Getting the first few powerups, and reaching the city felt very "classic Knytt," which I think is a good thing here.
I did not care for many of the undergrounds areas. I felt the "flow" was off... often I was confused as to where I was going, or supposed to be going, and it looks like there's a few superfluous areas. Several times I felt like I was going "against" the direction I was supposed to.
Right now, as it stands, it's a pretty "fair" level. There's potential here for it to be good, or even great, if you wanted to put some endings together and fix some of the problems. (There's a few voids and wallswims I could list and like I said, a few places where the "flow" seemed to be off.)
I did reach all 3 endings and one of the secrets. (Used the editor to find the other.)
I do look forward to seeing more from you!
Are the cutscenes displaying properly for everyone else? In mine they're just the default intro/ending.
It's basically an unfinished level. There are no other cutscenes in the level folder.
@Yonowaaru: About that I was really enjoying this level until I abruptly ran into an ending; "You win." It didn't feel like winning. It felt like I got unceremoniously tossed out of the game because I ran into the end of developed areas. A single frame cutscene made of screen captures and a line of text ("Juni continued on, taking insane risks for the sole sake of exploration until her blood boiled from the heat of the planet's core/ she asphyxiated in the thin upper reaches of the atmosphere. The end.") would have made a world of difference. Like I said, I was really enjoying it otherwise. I may revisit some of your other levels now, because this one had promise.
Woah, sure am happy to get so much response in the first day or two.
Just going to respond to everything where I can.
Thanks for playing, everyone! I'm happy the flow 'worked' for most of the level, as I feel it's one of the pillars of level design in these types of games. However, I do understand the underground areas had some.. issues. It's kind of hard to figure out even for me after date, but I feel my intentions were to make the game a slight bit more non-linear there, let the player feel a bit lost.. but in a good way. Perhaps when I have time I shall add some changes to that area, adding points of no return so you don't return to a path which was supposed to be parrallel to the one you just took. Lessons were learned here, I hope.
The point on the endings is a fair one, and one I feel like I will definitely address when I have some time to spend on this again. Releasing this like it is was kind of a random decision focused mostly by nostalgia, but I did enjoy making it and might again. As for other levels, only Dusk Town and Mount Ignis come to mind, but both those are uncomparable, I feel, to this in both scale and actual level design, and are also unfinished.
Anyways, that's enough developer's commentary for this.
Feel free to inform me of any wallswims and voids by the way!