This is The Junkbox. It features my contest entries that would never see the light of day after the contests had ended. Most of the levels didn't do well, but I feel they make okayish levels for a playable hack. I hope somebody out there enjoys them anyway. If not, well... I tried.
CHANGES IN VERSION 1.1
- A new eventless flat OW - We all know that the Earth is flat. Why would I even try to deny it? The OW being eventless was inspired from VLDCs & Notte Luminosa.
- Small fixes to existing levels - These were contest levels. It's hard to change things without going too far off the deep end. So the likelihood is levels you thought sucked in the previous version still suck, since the level design hasn't really been changed at all.
- Save prompts - You no longer have to beat the whole thing in one go. You can actually take a break.
- New level - Yup, that's what gave me an excuse to even update this thing.
Lazy's comments on the previous submission are well thought out and roughly the same as mine, so I'm just gonna paste his here and comment on the new level:
Originally posted by Lazy
Since there are only five levels, I'll just quickly comment on each one.
The idea of using 5 tile high pokeys as a gimmick was cool and I appreciate the reset houses you can use in case you lose your Yoshi. However, I felt that the level ended before it really started. You could've done a lot more with this idea (for instance: eating pokey segment while avoiding projectiles, getting off Yoshi in certain spot to spawn in short pokeys, custom pokey sprites etc.).
Also, the venus plant after the first pokey hopping segment is very hard to dodge. At least there's a reset, but it felt unfair nonetheless.
The "no spinjump" sign isn't very clear. I didn't understand what it meant at first and promptly died because I tried to spinjump. A crossed out A would've been much better. Also, whenever you disable the spinjump button, make sure it makes you do a normal jump instead of just doing nothing. It may sound silly, but it is very helpful for people who try to spinjump out of habit.
The level itself was good, though the fire flower is incredibly overpowered. Again, you could've done more cool stuff with the nipper sprites (guiding a nipper up a stack of clouds comes to mind).
Pretty rompy level, dunno what to say about it. Good job placing the swoopers in actually threatening places most of the time - it's something a lot of hackers neglect to do. It's a bit silly how the invisible mushroom blocks are solid before you hit them. Also these fake buzzy beetles are illegal
Simple but fun. The sparky placements were awkward sometimes, but it's not a big issue. I don't get why the thwomp + moving block + sparky obstacle was used twice in a row tho.
The Boney Crew:
This would've been a lot better if you had used a faster autoscroll. My experience with this level was basically just waiting while dodging bowser statues that were barely a threat. Towards the end it goes into some slightly more interesting setups but it doesn't last very long.
It's all very same-y. The horizontal sections are all waiting and jumping over the same obstacle with only minor variations, and the vertical rising blocks aren't even a threat until the very end of the level. It really needed some variation in the enemies or some twist in the gimmick to keep it fresh.