As the title suggests, our heroine finds herself shipwrecked on a tropical island. You can follow Juni through her day to day struggle to survive, be rescued, and solve the mystery behind the disaster that cast her away.
The game plays in episodes much like Farik's Harvest (http://knyttlevels.com/levels/Farik%20-%20Harvest.knytt.bin). I was originally going for an environmental level, but I decided there were too many objectives for the environment label. So, I added some tricky jumps and monsters. The game is normal difficulty, but the 2 hidden bonus endings are almost very hard.
Features Include:
All custom tilesets
All custom music (I'm mostly just using ambiance though)
Mostly custom ambiance
Animated custom objects (e.g. In screen shots below; Juni, crab, and fire are animated.)
In game cutscenes including animations
An intriguing story line
3 endings (2 are hidden and very hard difficulty)
I'm rating this PG for mild language and cartoon violence.
This was made for a forum competition. It was originally released in beta form to meet the competition deadline. If you played the beta and liked it, then you should definitely play this. There are small to large changes throughout the game. The biggest changes are the addition 2 bonus endings and a fully realized story. Unfortunately it still has the same lame cutscene drawings, because I don't like making them. However, there are plenty of new drawings intentionally made to look as bad as the old ones. :) If you've never played this level in any form, ignore what I just said. Everything is awesome.
All the custom ambiance and music was created from samples under creative commons non-profit sampling+ 1.0 licenses. They now constitute original works by me and I authorize their re-use in Knytt Stories levels. One exception is the song Suite Espanola Op. 47 by Isaac Albeniz. This song is public domain. If you like it a high quality version can be found at MusOpen. Also, the fire ambiance is a slight modification of a sample by Suonho available in it's original form at freesound.org.
My custom tilesets, objects, and gradients are authorized for use in Knytt Stories levels unless marked otherwise.
Download Shipwrecked 1.1 (http://egomassive.com/2010/10/shipwrecked/)
May 5 2010: Version 0.3 now available, fixed the void bulbapuck describes in the first reply.
May 7 2010: Version 0.4 update available.
~ Fixed the warp error found by Grimwit
~ Fixed the void screen found by PeppyHare4000
~ Spelling checked, thank you Zudak for pointing out this oversight.
~ Added an extra scene, the Detector power, and worked on the bonus ending.
July 27 2010: Version 1.0 released.
October 2 2010: Changed link to blog topic I finally made for the level.
November 17 2010: Version 1.1 released.
~ Fixed errors caused by moving while shifting on day 2 found by PONTO.
It's here yay!
*downloading*
EDIT: Absolutely amazing level so far, but I found a void screen.
after picking up the wood on the screen to the left of the purple spider (the fast guy), leave the screen. Now if you walk back and forth between the two screens you will find yourself in a void screen
Hoooly crap that was awesome.
I noticed no strong language though, unless you consider damnit 'strong'?
O_O Wow, dude. That's a tough level to top, even outside of the Compo. I'm still trying to figure out how you did some of that.
Found a bug, BTW.
Map x992y1014: The down/warp leads straight down to the screen below causing wall swims. Looks like the warp object is there, but not activated.
I love how they spelled 'HELP' with their bodies. :]
You did a great job and I really enjoyed this level.
[mod]Hide spoilers with the spoiler tag![/mod]
But will the plane return before the pirates do?
@Purple Pineapple: You've hit on one of the many unresolved plot threads. The full version will answer this question and more.
@trilby93: Could you spoiler tag your comment please.
I originally wanted to incorporate a system where you didn't have to save all the prisoners. It takes 17 people to spell 'HELP', so less than 17 means different results. I'm not sure if I'll incorporate this into the full version, because I like the way it plays now; and more importantly, the story is pretty serious most of the time. I don't know how the alternate results could be anything besides funny or obscure.
My method on completing the impossible screen.
I climb the wall and let go then run to the opposite end right before the spider makes it to the right end. Afterwards, I climb the wall at the left end then jump down and back up to make him go right again then i make it to the void.
Suggestion to make it impossible to pass: Put purple spiders on both ends.
By the way, This was a great game overall. I like how
The speed powerup is described as fruit
I just might use the Beach and the Cave tileset for my upcoming project (If its okay with paul)
It had a good storyline and good enviroment. I do like a good lunatic level though. Good job, Kudos to you.
Making it impassable is not what I had in mind.
By the way, I call it a Cave Horse. I wonder from time to time if Nifflas has names for all these things.
@Zudak: Grammar criticism is welcome. I forgot to spell check the game. I'm a terrible speller. Glad you liked it.
Bravo, bravo ! Great level, gameplay, tilesets, sounds, shifts, COs, and artwork on transition screens. Glad to see a level of this standard on those times of diclining interest for KS. If you permit, I'd make two complains:
You can see Juni while she's ascending on the 'shift' screens, or whatever you call them. Also, on the part by night, perhaps darkened tileset would be better to make a better night feeling
Excellent level probably one of the best ever
I finally found some time to play this level (been a little busy with RL matters and my own new level). Now I can say it's definitely worth the praise :) Very interesting theme, very clever use of shifts to make animated scripted cutscenes, nice challenges, good music/ambience and great use of the tileset. A bit short, but very enjoyable.
It's also very polished, considering the level's complexity and the fact it's been rushed to completion. I only ran into a wall-swim once, but fixed it quickly just by pressing CTRL+R:
It happened during the second day, while collecting wood for the fire. The last piece of wood I picked up was the one at x991y1017. Then, when I tried going back to the beach through the path to the right, I went down at the screen with the save point and chaos happened. This is probably the same wall-swim that grimwit reported.
I don't really have any complaints. They only thing that disappointed me a little was the duration... but then again, you did fantastic considering the time restrictions you had to work under. Great job, egomassive. Looking forward to the final version, can't wait to play it again and get the alternate endings :D
@Healy: In the last update I added a lot of notes in the world.ini. They mostly describe what all of the flags are used for on each day. Up at the top of the ini I listed the names of all the ambiance tracks. The "animal sounds" tracks are called Jungle and Jungle Light. They are Ambi33.ogg and Ambi34.ogg respectively. Jungle Light is intended to be heard on approach to the Jungle.
@Feline Monstrosity: Well, I fixed all the glitches found by the community in the last update. But, I discovered that I added one. I streamlined the logic behind day 3, and left behind a wall of shift objects I'm not using anymore. If you play it now it shouldn't ruin it for you later. You will want to play the full version when it comes out. At about 20 minutes of playtime that's not a big deal.
@theiza27: Harvest is one of my favorites.
It's less impossible now, but to the uninitiated it will still seem that way. I've changed around some of the unfinished parts of the level because I like the impossible screen so much. Players will be justly rewarded for their efforts.
Great! I like and how the people spelled 'HELP' with their bodies.
Also, how did you make it all like that with the cutscenes and such? And where do you hide the 'real' Juni when the CO takes her place?
Also, i agree with theiza27.
Really, really impressed by this, especially the cutscenes. I only found one secret ending, though, and apparently there are two? I found the one that leads to Juni taking care of the pirate baby
is there another one?
I have to say my favorite aspect of the level is the changing tide next to the edge of the beach.
@Antikythera:
A Pirate baby eh? how did Juni take care of some of the other pirates?
There's a rock to the right of the baby. Throw that rock for the secret ending.
Excellent, excellent level! It took me quite some time to get to the , but it was worth it C)p
Thank you for answering that question for me bulbapuck. On the ending, I'm sorry League of Crap Players. I've never gotten the good ending on Cave Story, but it's my justification for making the bonus endings so hard to get.
The bonus bonus ending can play out 2 ways depending on weather or not you found Skully, the blue skull guy, in the castle on day 5. Also, if you find Skully before flipping the lift switch you'll see something extra at the switch.
A very nice, solid level. I managed to get all three endings. There is one screen which might have reached lunatic difficulty for me:
The one with the walking square bouncer guy, the slime, and all the mushrooms.
The plot was good, the environments meshed together very well, the changes between days were well executed, as were the cutscenes, and the sounds are all excellent.
The music in the cave had me half expecting to find a tribe of monster-worshiping heathens like from a Lovecraft story. Also, the music in the guard fortress brought back memories of 7 Days a Skeptic X)
Without a doubt the best new level I've played in months.
That reminds me, I need to make a walkthrough. All the endings depend on the last day which is why you have the option to restart the last day.
... is jumping into the ocean.