Alright, I think I'll go from left to right. Incidentally, that means the first one will be Insiemer's Odyssey.
this facepic still weirds me out
I'm very much not a fan of this boss fight. The inverted ravils leaps are much more unpredictable when they hop up the blocks, and a single hit will delevel your Polar Star unless you get really lucky with how the weapon energy spawned above the arena falls. In regards to the deleveling, giving the player an Arms Barrier definitely would have helped. The only way I've found to consistently beat it without getting hit is to just camp on top of the platform I'm standing on now.
There don't seem to be any skipflags either, because softresetting sends me back to before I picked up the Polar Star.
I do want to say that I like the ORGs that have been playing so far. Always been a fan of Kid Icarus's Underworld theme, and the Kero Blaster one is well-done.
The tiling for this first map, though, is... interesting. A bit confused why it looks like it does, but at least it gives you a chance to do things like putting different tiles underneath important things like Life Capsules.
It bothers me how the map by default is almost directly at the entity limit; takes a couple kills for enemies to start dropping weapon energy and health, as well as for fire whirrs to shoot. I think it could have been easily avoided by using less fuzz cores.
I don't know if this was an intentional sequence break or not, but I still love how you can do this to get a Life Capsule early.
Also, why do the fuzz cores respawn when you backtrack to the first save, but not the fire whirrs? I don't mind the fact that the much more dangerous whirrs are gone, but it's odd how the respawning only applies to some enemies.
I can't remember ever seeing a mod give the player a map made out of tiles before, but why couldn't you have just given us a Map System?
:b:
It would have been nice if there was a red tile underneath the Life Capsule here to hint that there was something hidden in the wall. I know Dunc accidentally passed by it twice before finally shooting the right block.
Oh yeah, and why didn't you use <RMU anywhere? I've noticed that the background music always starts over when you collect something.
Not too much of a fan how you have to cross over this pit twice from the looks of the map you gave us earlier. One slip, and you have to make the incredibly long trek back. At that point, you would be better off just softresetting from a save that's probably up here.
i have a MIGHTY NEED
yes
Making a mistake and losing all that progress is not fun, but at least in this case I get rewarded for choosing to throw away that progress. Rewarded rather well, at that.
I also really like how you cheekily place a map in here to show the player the consequences of what they just did.
There are so many entities in this map that fuzz cores are spawning with limited to no fuzzes. Really could've cut down on them to avoid this problem.
:a:
The background tiles here are a bit screwy.
At least this is the last part where you can fall down to the very bottom.
finally
a chance to fight these things on equal footing
I just realized that the colors of these ravils were quite literally inverted. That means their faces are the black that Cave Story displays as transparent. Probably should've looked into that.
Getting some deja vu here...
Good thing the Fireball mostly trivializes the ravils. In other news, SHOTGUN!
:regional_indicator_o:
:regional_indicator_n:
BAON?
Fun fact: If you use the Shotgun to go really, REALLY quickly while the ending dialogue of this map plays, you can get through the ending HV trigger while the text is still running. Thankfully, you made the hole here impossible for the player to pass through. Good job!
You do know you were supposed to make ONE level for this contest, right? Combine this not-title screen with the fact that it took me over an hour to get through that first map, and I've come to believe that you tried to squish an entire mod into four maps. I really think the first map in general could have been shortened a TON while still keeping in the various challenges the player had to face; it felt like a lot of my time was just spent walking around.
also hi blink
Are you sure?
There is an extra space between "would" and "be".
Okay, your rewarding of the player for trying to explore is ON POINT.
oh
invisible wall
Well, at least now I know it's there.
understandable
have a nice day
hmmmm
rad
I know this isn't your fault specifically, but I feel that the Bomb Launcher is much worse than the Missile Launcher due to how its projectiles don't seem to explode on contact with an entity.
I love you, Shotgun.
whoa, hey jett
when did you get here?
oh what the heck
it was nothing??
and another
what in the world
egg
good to see you too, cthulhu
peekaboo, i see you
i want to talk to you, sir and/or miss
ohh BABY, now we're talkin'
I highly disapprove of how this beetle was chilling here to smack me with an unavoidable 2 damage.
Hello person whose name I keep finding on the Snake!
even meme cat is here
what are the odds?
*notices*
aw c'mon
I bet this led to Debug Cat, too.
never change, mahin
STOP TAUNTING ME, SMILING WOOD
Finally, a change in scenery. Just how tall was this hotel, anyways?
Reminder to not put slopes on top of each other like at the end of this little cave. It lets you walk up into the other slope.
the smiling wood
what does it mean??
Very flat tiling here.
uhhhhh
What? I watched Dunc's stream, and this didn't happen to him.
One softreset later...
whoa, what are YOU TWO doing here??
It was too quick to catch with a screenshot, but there was a poof of smoke when Khan turned around. I can tell you used tiles for Khan, so I recommend in the future that you <DNA0004 (delete all smoke) when you do these kinds of changes. It'll change the tile, but remove the smoke made by the <CMP.
my favorite kind of shark
This is VERY red.
I just realized something. Since the Shotgun and Booster v2.0 are optional, jumps like these would be flat out impossible if you missed both.
oh shoot, nice
Again with putting beetles directly onto the doorway, though this time I think both were able to touch the door.
I really wish you could talk with these two.
oh dear
Looks like you missed a spot where you can leave the map.
You really needed to use <MM0 for these cutscenes. The Shotgun, Booster v2.0, and floaty physics make it very easy to slide past them.
This Technomancer guy also moves forward one pixel when he blinks.
I made it to around here before the first message regarding General Mitch and the omnipresent ended, and now the second message hasn't started. I would have to go back to the beginning of this hallway to start it. This place wasn't designed with the Booster v2.0 in mind.
and now general cat man himself
I seem to have softlocked for no reason.
A softreset fixed it, but still.
Given what I've seen already from Dunc's stream, I can say right now that this part of the mod is definitely not made with the Teleport Nemesis in mind. It's more a liability than anything.
1. The tileset was not arranged with the falling blocks taken into account, so they all look glitched.
2. This part of the mod is very, VERY not fun thanks to the blocks becoming unreactably fast in some parts.
Oh, and these falling spikes blend in with the foreground shade of red until they activate, which is when they switch to the foreground shade of red. Why not just keep it bright red ALL the time?
Oh yeah, and good luck leveling up any of your weapons in that segment. You give the player a bunch of small weapon energy capsules, yeah, but the blocks shave off 20 weapon energy each time you get hit due to a lack of the Arms Barrier.
time to fight ballos with level 1 everything
This room also wasn't designed with the Ballos AI in mind, so these lightning attacks hit somewhere way further up instead of down here.
all it took was 50 level 1 super missiles and some teleporter nemesis shots
and then they all exploded
but... why would they willingly kill themselves even if it meant killing everyone else?
this makes no sense
This sentence is also worded very awkwardly.
And there's the end. After some credits, of course.
... but no Energy Element?