Thanks a lot for the feedback and the kind words, guys
I genuinely didn't expect much from this level myself, since I started working on it simply as a way to get back into KS level making. It was a really pleasant surprise to see that it became something I can be proud of!
@helvetzia: I'm happy you liked those COs! I made two of these a long time ago but never used them until now (although I did post them on my "
custom content" thread back in the day).
Some of the challenges in the special area were actually a bit harder and more precise in the first RC version, but since I didn't want this level to go beyond the "Hard" difficulty level, I took Talps' advice and made some slight adjustments to the screens that could potentially be way too frustrating to some players, which I believe was the right decision here. I seem to be in the mood for making harder levels these days though, so expect more challenging stories in the near future
@canteven: It's good to be back
I wanted this level to feature a story a bit more elaborate than my usual for a change. Funny thing is, I didn't make this decision until I had built about 40% of the main area. Believe it or not, when I first created the level in the editor, I set the title to
"Who took my cheese"... so there's that
Originally, the quirky/romantic ending was supposed to be unlocked with all four keys instead of just two, with one of the keys being used for both endings (the red one, I think). However, at some point, I decided to change this because it felt unbalanced (the path to the main ending was too short, and I didn't want the quirky ending to take so much time since I was planning to add a third, more complex secret ending), so I shuffled the keys around and changed the requirements so you'd need two keys for each of the first two endings. This is probably the reason why it feels like there's a pattern to it until that point.
@Sergio: Thanks! I intended for this level to be a homage to KS itself and all the stories that both Nifflas and the community have created since the game was released. Not that this is exactly something never done before... but I wanted to do it anyway
Besides the backgrounds used in the cutscenes and the appearance of "the machine", there are a bunch of subtle (and some not-so-subtle) references to other stories and KS designers scattered through the level: the talking toast from ego's levels, the two levers/buttons screen inspired by Talps' challenges, the "even saving entire villages" bit of the main ending refers to "Saving Thalanill"... and there's the mention of Juni Jones in the "Doug" ending.