Here's a very small joke-type level about death. There are five bad endings, a bad semi-ending (eh), and one good ending, which is hopefully very hard to find without cheating or using the editor. Takes about 5 minutes to find most of the endings except the good one (?), but I hope it's enjoyable anyway
http://knyttlevels.com/levels/Yohji%20-%20Silver%20Lining%20%28version%201%29.knytt.binupd: I lost the original files, and uploaded the only version I have to Knytt Levels. Oops!
Despite extensive testing, there may still be bugs here and there. I'm sorry in advance about those. Please report those and I'll try to fix them.
Below: boring stuff on how the level came about and why it is the way it is.
I started the level a very long time ago for a competition that required everybody to use Paul 'Ripen' Naumowicz's "A Beach and a Cave" tileset. If memory serves me, Egomassive's Shipwrecked was made for the same competition. I wanted a small level with a variety of meaningless situations and several endings. Eventually the situations became somewhat fatal for Juni. I guess I was inspired by Space Quest 2 and other old Sierra adventure games in which you could die in a million ways, most of which were unfair and came completely unexpected.
At any rate, I couldn't finish the level in time. I wanted everything to be connected - if stage 1 of situation A may be left to pursue stage 1 of situation B, then stage 2 or situation B should give the player the option to return to stage 1 of situation A. (Does that make sense?) In other words, tons of shifts, warps, and extra screens, to make a level that's a completely sealed within itself. I couldn't spare that much time or effort, unfortunately, and even now I can't. So I closed off some of the passages, chopped off some of the endings I wanted to add, etc.; this level is something of a demo of the concept I wanted to have. Maybe someday I'll have time to add two or three more endings, and maybe a whole new landmass with new stuff. In the meantime, here's what I've got so far.