I rather like the Hostel levels too, very creative. I plan to use some of those triangle techniques Frost introduced last VLDC into the level as further puzzles. So there's a bit of inspiration, I hope he no minds if I do that.
Originally posted by Impetus
500s completion time isn't even that long I dunno why people get so intense about how long a level should be.
People know me for making quite long levels. But if my last two VLDC levels are any consolation, it should stand that I know how to make a tame length. I just really enjoy making long levels though! That and I really like playing them.
TSRP has always been a source of inspiration for me, and it has some long
levels I tell you.
I see you cut off! I'll conquer you. As far as the cutoff in the second screen goes with the water, the animation looks right in Lunar Magic, but in game it isn't reflected. Possible bug maybe in Lunar Magic?
First thing's first, I'll lower the brightness of the red outlines... just after this update. Just showing off another area of the level, this time with a more rocky, underground/water theme. Different themes of the level will adhere to certain rule sets I plan to set in place, that way each area will kind of play differently from the other. As you further explore the level, the more ways that will be opened up to you. It'd be nice if Item Memory could record if a Vine block was triggered or not, but I'm sure I can work stuff like that in.
The maximum ways in a level I plan to introduce late level would be around 3 different paths to choose from per area; but you'll see more of that later. Don't expect the level to be non-linear off the bat though, that comes around a minute into the level.