I'd agree with Ego; I like how his levels let you pick a new route post-credits (though I say this in the knowledge that I just deliberately made a level where this is impossible, though I hope I can get away with this as making that decision was the whole reason for the level's existence).
In the interest of criticism and mutual support, I'm gonna post my specific ideas about the nastiest sections and screens in this level, using diagrams where appropriate. I hope I don't sound presumptuous, especially after how utterly I've let you down after I said I'd test 'Time Fixes Everything' (sorry
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If you or anyone else disagrees with what I say, they're more than welcome to say so.
The rules of each screen tend to apply to only each screen, so when you reach the start of 1013/1001 you're panicking 'cus you don't know how long the invisible blocks are going to allow you to live. Therefore you try and make this jump from as far as possible and land it and skid into the killer grass, or you are busy panicking and mess up the jump over the killer grass. Since you're within sight of the next save but you've had to overcome some excrutiatingly difficult jumps in the screen with the saves that will have killed you several times, killing yourself several times out of sheer instinct in the jump upgrade screen, and terrifying yourself walking over invisible blocks that have no right to be there in this screen; at this stage you're beginning to consider tracking down the person who made this level and making them eat their own ears. If you put a block of land starting in the bottom right corner (above the water of course) of 1012/1001 to make a safe platform into the next screen that'd go a long way to help. But please don't make the jump between this platform and the one that is currently first in 1013/1001 too difficult or players will still skid into the grass on landing, and still want to make you eat your own ears.
I'll put this simply; the 3-across/1-high jumps in this screen are hard, when you don't have the corners of the blocks cut out. Your tileset does have the corners of those blocks cut off, therefore making these jumps not hard but Hard. And when you make a Hard jump, you don't want to let go of the left/right key, which means that when you land you 'skid' at least one block beyond the block you landed on. When that block has a kill-point the jump goes from Hard to AAAAAARRRRRGHHHHH*gurgle*. Please, give us two blocks to land on and, on the second of those jumps, two blocks to run up from. Remake the shape of the level to keep the other evilly hard jumps if you must but give us mercy on these two!
Two things here. Firstly, this screen in GOING to kill the player and you haven't deigned to let them save for five flipping screens! I know they weren't hard screens but FIVE! Sending me back five screens without giving me a chance of survival is adding your nose to your ear sandwich!
Ok, I'm calm. For this screen itself, I think what you were trying to do was create a screen where they player had to react within a split second to survive. A fun idea but very difficult to make and even to test because of course, once you know what's in there you don't need the split second hesitation any more. However, I shall tell you my belief; it is impossible to get through the screen on the first go. If you want it to be a die-and-try-again, please be nicer with saves. Top tip: as a designer your role isn't to compete against the player but to give them a good time. (You can kind of see the shift in my levels as I was working that out.) If it's a fast-reactions screen, make it significantly easier. Put maybe one (or if you insist, one row of) chaser(s) right in the top right corner. You can create a sense of peril without actually sticking a knife in someone's back. Levels that use those chasers well, like 'Monocromattica Grotta', give you a lot of space to avoid them. Test the screen by seeing if you can survive it after waiting a good half-second (we game players are a slow-thinking bunch; staring at a screen all day rots your brain you know) before acting.
A: Difficult jump.
B: Very difficult jumps.
C: Surprise death. This area has encouraged the player to take the less obvious route, so I'm assuming this is deliberate murder. Remember the top tip.
D: Very very difficult jump that will kill you again and again and again.
E: A pair of screens containing some ruthlessly hard jumps which will also kill you again and again, and lots of empty spaces that are perfect, just perfect, for the placing of save points that would have made me concede to allow you to keep your nose and maybe one of your ears. There needs to be a save point in the screen after this one. not letting me save between that last jump here and the difficult jumps in screen 999/993 (that took me some searching) is, well... a game should be fun, and not having a save there stops it being fun.
That is my only complaint about the dark area; one lack-of-save. Otherwise, it has a great atmosphere, encourages curiosity like the previous area restricts it, and has a brilliant narrative from the Evil Voice. The jump you orchestrate in screen 1002/1000 is a very, very clever piece of level design.
The mountain-climbing in this screen and the one after it is very tricky; it'd be nice to have a save after the grey bouncers, since they just make a slow challenge where your speed is dependant on dumb luck. Some challenges you just want to throw yourself at again and again unimpeded, and this mountain to climb is one of them. Consider placing moving the save in the grey bouncer screen to the left side, and placing a save in the screen below that as well. Nothing wrong with throwing lots of saves at the player when you're putting them through a lot of hard work.
There are a few other minor things I could point out but for me, those are the big things that drove me to the edge of destroying all humans. I've played to both endings now and I like the story, the contrast between the two possibilities (won't go into detail 'cus I'm sick of spoiler tags by now) is cleverly done. This has the makings of a really good level as I said before, and I'd love to see it achieve that.
Every level we make teaches us a bit more about how to design well. It's one of the great things about designing for KS, that we can watch ourselves getting better and better at it.