From 14th in CC10 to 4th in CC11 ;) Here's my CC11 submissionm Robotics;Toybox! This is a haunted toybox level that's build upon playing around with the player's mind. This level took me about 8 days to make so it's a bit rushed.
Screenshots
Spoiler: show













Spoiler: show
4. zlakerboy357 - Robotics;Toybox (8.86/10)
- Bomber57 (9.0/10)
- Oh wow, this one was a great spin on the ghost house theme. I could tell some of the gimmicks were heavily inspired by (read: taken directly from) Kirby: Triple Deluxe and they were implemented pretty well. I also liked the surprise scare (not a jumpscare) the level gave you, though the second one was a little unfair because I wound up getting hit by an enemy at the end of the drop. The rooms where you had to remember the layout were pretty neat, but I dunno, to me a lot of the level looked the same so it was hard to remember where spikes and pits were. Also, nice secret room Kappa.
- Toybox has been spooked with ghosts and dry guys... huh. This was a very nice level and I really like the whole variety of colors of what this level provides. I do like the whole mechanics as of this level has but on certain cases it can produce lag. Enemy placements were alright and I find the secrets to be pretty cool even though some of them are just... strange to say at least. I also like about the fact that you went to the same room but more invisible and not real rather than the previous one and I also like that you can go back incase if you didn't remember that part all too much. Your donut blocks seems to be placed at the area where it's not at the complete area as of where the original blocks are (specific: height differences). The end though, that kappa star is basically a new way to fool the player to lose any power ups at the end except if you use your momentum to not stand on the middle platforms. This level has a 2nd star but that is physically impossible to collect since it's hidden in a layer and there's no way you can trigger it. Overall I really liked the level.
- Quite the tricky level. It really captures the haunted toybox feeling well by being both really colorful and really dark at the same time. Various creative and clever events occur all throughout the level (mirrors, changing land, illusions/memorization, trap ground that still gives you a real place to land) that felt a lot like the Boos were playing tricks on you, as was probably intended. The core design is excellent as well, alternating between linear and being a bit more complex, but not too much so in order to leave room for the gimmicks to do the rest. Aside from all the smoke and mirrors, the level's pretty nicely littered with spikes, enemies, and secrets pretty evenly in order to keep you on your toes. I just wish everything wasn't practically the same in color and brightness, because the solid/dangerous objects could really stand to be brighter compared to the equally-colorful/dynamic background. This is especially important in a level that has a few rooms that question the logic of visible = solid, because while the gimmick is well done by itself due to using small and simple rooms for memorization, the similar visuals add a needless extra layer of difficulty to it. This makes enemies difficult to spot and get around at times, too. I also have no idea how to get the second star, because it's on a hidden layer with a BGO very clearly indicating it on the main path, but no event actually seems to be tied to making it appear, so I don't know what you expect of players there.
- I loved all of the features in this level. I can't really describe them as it's hard to, but that first gimmick with the switch was super neat and I wish it was present more in the level. That's not saying the other gimmicks were bad, but that one has so much more potential for crazy things. I did like how the place was a psuedo-ghost house of sorts. Fantastic job!
- This is a clever level. It's sort of like a ghost house with a lot of clever puzzles including the screens that upon hitting a switch show sprites or a silhouette of blocks. I really liked that gimmick. It's so innovative I'd think it's from some commercial video game but if it's not and you came up with this, congratulations. Another gimmick used in the level was floor that disappeared for a moment every now and then forcing the player to memorize it before they could safely pass. I didn't like that as much. The blocks stay hidden for way too long. The last part was permanently invisible which I thought was overdoing it by a bit. I struggled with that part for a while. Overall, though, it's a fantastic level.