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Right, the non-climbable invisible walls is something I just call Invisible-Wall Syndrome (or IWS). Does it feel like cheating? You bet. And with most levels, it doesn't fit, but is it really cheating?
IWS infects many a game in and outside Knytt related atmospheres, but it IS a legitimate design tool. If games like God of War have IWS (and it does), then I see no reason Knytt Stories cannot as well. The thing is in how you use IWS.
IWS should, and usually does, show up at the edge of the playground (so to speak). The extreme edge is best, but sometimes you're in a situation that just requires IWS and the level cannot be completed anyway else.
Example: I've been working off and on on a knytt world called Sarah for about a year or so. There's a point where, if you don't have a certain power up, you can only be ferried across the sea via boat. As you press down on the captain, the land recedes and you go further out into the water. The idea is to give a feeling that you are traveling in a 3rd direction that isn't right or left. The problem is that as the land recedes, there is still land at the edge of the screen that the player can hop on. I COULD just make a whole other land juni could explore, but there's an awful lot of land, and that would take away from the point of the boat which is to get from point a to point b.
The answer? Invisible Wall Syndrome.
Now the player can't jump off the side of the screen and I still maintaining the purpose of the ship.
Cheap? Oh yes. But effective and I feel, in this case, the correct answer to an age old problem of level design.
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