I'm working on a post for the Level Releases thread. Attentive forumites may have noted I'm something of a perfectionist, and I want to get it just right.
It drove me nuts having to call the level done-enough-for-release without the more-complex puzzle I originally planned, and without being able to run it through a thorough enough beta to avoid -- well, issues like the one yohji pointed out. (I checked that area, too, and I couldn't get up; ah, the pitfalls of letting sig-carrying LoCP members design / beta-test levels...) I'd already noticed two issues myself since finally uploading the file -- a minor SGE on an important screen, and the fact that the level icon somehow disappeared out of the .knytt.bin file -- and I fully expect I've bollocksed up an ambiance track somewhere. If we're allowed to post edits to correct non-game-breaking errors, I'll give it a day or so to let other people find more boo-boos I overlooked, and upload version 1.1; otherwise, I'll wait until after voting is over.
The icon at least I can fix now, and I don't think it counts towards the competition. (Though it would be pretty funny if a level-design contest
was decided by which level's icon was best.) "Icon.png" is attached to this post; just save it to your computer inside the \the Jack - Which Way Out\ folder (not a subfolder) in the \Worlds\ folder in your Knytt Stories directory, and it should show up in the KS level selection screen.
Well, I'm glad that the puzzle elements are successfully puzzling people
-- and thanks for the compliments on the aesthetics, Headgrinder and yohji. I wasn't expecting people to find it
that hard, though. (I was worried that it was too easy for a Normal rating, but now I'm wondering if 'Normal' implies that it's easier than it is. When I playtested it, it felt like normal-level challenge... but of course I don't have to figure out the puzzle.) Once someone manages to beat it, I'll want your feedback on what difficulty level it felt like...
Some hints to point players in the right direction:
You'll need to pay careful attention to some things we're used to thinking of as just part of the scenery.
The visual and audio elements were carefully chosen to serve as part of the puzzle.
Not every single tile, track etc. is part of the puzzle -- some of them are just for that Scenic quality -- but some of them are part of the puzzle/s.
The "tagline" of the level (the smidgen of text that appears underneath the level name on the level select screen in KS) was intended to point you in the right direction.
(Yes, I know most people don't pay attention to those.)
Which Way Out? If only there were someone you could ask...
Does it seem like anyone -- or anything -- is trying to tell you something?