Hey Cold Soup! Thank you so much for the feedback! I'm delighted to hear that someone had a wonderful time with the level. The comments are extremely flattering since I'm still very impressed with your work in this game. This level was an extremely fun time to design! Progress on the level stalled for months actually until the moving platforms were added - I felt they gave the level some additional depth and paired up quite nicely with the Donut Blocks themselves in forcing a bit of strategic timing on the player's part. I was initially worried there would've been a bit too much 'cycle-based' platforming, but I actually found replaying the level the downtime the player had while waiting for the blocks to fall was pretty minimal.
I'm also glad to hear you quite liked the Star Coin puzzle design here - Number 4 was my personal favorite. Originally the player had to interact with a set of breakable blocks like it to progress through the level, but I thought it was really clunky with the way it was implemented and the re-generating Koopa Shells near it. Moving it to the side and making it a 'one-chance only' deal improved things considerably. I was also pretty proud of the puzzles for 1 and 2.
I also appreciate the honest feedback about some of the more rough spots of the level. MrNameless in the Discord server also gave me some similar feedback about the checkpoints being spread a bit too far apart. He also brought up concerns about the lack of power-ups between the checkpoints as well. I was a bit worried I was being too generous with Power-Ups in the level, but I do think on retrospection the long stretches with little inbetween can make things a bit tedious...
I also realize in what experts are calling a major
'whoops' moment, the music for the secret section was broken, so uh...now is probably a good time to release a new revision of the level.
Welcome to Jumpin' Jungle...2.0!
Changes:
[*] Added a checkpoint near the second Star Coin, right underneath the platform that has the Donut Blocks above it! I added this checkpoint to make it slightly less tedious for the player if they're going after the third Star Coin. Previously, if the player accidentally took the coin staircase up to it and wanted to retry, they'd have to either restart the stage or use the original (now second) checkpoint.
[*] The section near the second Star Coin has also been modified slightly. Two blocks have been added to the far left of the moving platform. One gives a Super Mushroom/Fire Flower. This is to also give the player a slight advantage when attempting the first P-Block section. An extra hit can go a long way! The second has a coin.
[*] Added a checkpoint near the second P-Block section.
[*] Modified the area near the second P-Block. A ? Block has been added that contains a Super Mushroom/Tanooki Leaf, replacing a Breakable Block! The Breakable Block that originally occupied it's place has been moved to the right.
[*] Added a ? Block with a Super Leaf in it near the spiked pipe section. I feel a powerup here should alleviate some potential frustration that arises from the pipe section ahead and the two Spinies in a later section.
[*] Completely reworked the final Star Coin section, based on feedback by Cold Soup. The intention was that if the player was too slow to grab the coin and escape, they'd be forced into dying. However, on re-evaluation of this, I do agree it's perhaps a bit too harsh. This new section has a decent timing element to it while allowing both warps to still be used!
[*] Fixed a rather embarrassing issue where the music in the secret section was not properly set up and thus wouldn't play. Again, props to those who can find it without looking in the editor! It's nothing major, but was fun to set up regardless.
(A copy of the change log and updated credits are also included in the new zip. The original I'm still keeping up for archival/curiosity sake, but I advise against playing it.)
I hope everyone enjoys this! I'd love to hear more comments and critical analysis of the level!