How to Use This Thread
Levels are included by date (newest at the top; oldest at the bottom). All screenshots, video, and info about the levels are included inside the spoilers. Names, difficulty ratings, post dates, download links, and an indicator as to if the level requires LunaLua, are located outside the spoilers.
Some tricky platforming and challenging enemy set-ups give this level quite a bit of spice, with a major twist. Takes a bit of perseverance to get to the top, however I specifically designed it so that if you fall, you don't usually fall far, unless you freak out and start mashing the arrow keys (speaking from personal experience). There is also a green star that is shown at the end when you collect all of the ace coins.
I decided to instead of doing a LunaLua level or graphically-heavy level like I usually do, to go even simpler than my most recent level (Yoshi Parkour) and make a completely vanilla level with only default features and assets of 1.3. It isn't without challenge though and shows a lot of building and expanding on challenges and obstacle set-ups, despite the only enemies being roto-discs and thwomps.
A level I made recently while trying to look at Nintendo's four-step level design. It's actually inspired by this level: viewtopic.php?f=89&t=20129. I plan on at some point compiling a small episode of remastered levels that look at a gimmick in a low-rated level and try to create something fun out of it.
This is a challenging level I restored from about a year-or-so ago with some cool mechanics, tough platforming, a hidden gold onion, and a custom boss at the end.
My atmospheric Super Community Contest entry which scored 9th place. Made a few minor changes. There are in fact two exits and some collectable stars. You can also consult the README file or video walkthrough if you are having issues.
A tough Kaizo level that I submitted for my own contest. It didn’t do too bad either (3rd place). It isn’t too long but it is quite tough. Walkthrough instructions are included in the download.
Here's my extra salty SVLC level. The uploaded version of the level removes the puzzle section and adds one non-vanilla element to the level, both which were not in the SVLC submission. Try to find the secret castle and the star hidden inside it!
This was my CC12 level. It has a random firestorm mechanic using LunaLua and a secret star. It’s relatively short if you keep moving but tough. Good luck.
This was my level for The Thwomp King’s Visual Contest. It has a normal exit and a secret exit. My visual effect (theme) was the colour gold. It's more of a pyramid than a dungeon in design.
This is a relatively calm, simple, and linear level that takes you through a wintry pear tree forest. (There aren't any partridges though.) It uses M&L styled graphics, some of which were "borrowed" from M&L's Delightful Adventure by Darkonious, except for the pear trees, pears, and jump through platforms, made by me. It mainly uses a gimmick of falling pears (replace falling red block NPC). Try to find two 1-ups in the level.
This was my first Kaizo-esque level that isn't really Kaizo. It has fair, puzzling challenges that aren't really unfair but are tricky. That isn't to say that the level lacks a few tough spots.
This is an older level I made for The Thwomp King’s Hallowe’en Contest. It was one of the first levels I ever made but I forgot to post it. I plan to remake it into The Last Shy Guy Exorcism II this coming October. This version doesn’t have any jump scares but has a creepy Subcon atmosphere and a purple coins run section before the boss who is...not telling.
Screenshot:
Re: PixelPest's Peculiarities
Posted: Thu Aug 18, 2016 2:03 pm
by WindyDelcarlo
Does LunaLUA need to be used for levels developed using it? (Example, do I need LunaLUA to play Firestorm Ruins?)
Re: PixelPest's Peculiarities
Posted: Thu Aug 18, 2016 2:14 pm
by JupiHornet
WindyDelcarlo wrote:Does LunaLUA need to be used for levels developed using it? (Example, do I need LunaLUA to play Firestorm Ruins?)
Yes, it does.
Re: PixelPest's Peculiarities
Posted: Thu Aug 18, 2016 4:48 pm
by PixelPest
WindyDelcarlo wrote:Does LunaLUA need to be used for levels developed using it? (Example, do I need LunaLUA to play Firestorm Ruins?)
I noticed this last night and was going to update it today when I add another level I had forgotten. Also, a lot of these are older levels so they aren't fantastic, but I think I've got some good stuff coming
Re: PixelPest's Peculiarities
Posted: Fri Aug 19, 2016 7:30 pm
by PixelPest
Updated the thread. Now I have an icon beside the download link on some levels as an indicator that they require LunaLua and also added an older Hallowe'en level
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 2:22 am
by aero
Pear Tree Snow Land LIVE Review:
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 7:46 am
by PixelPest
AeroMatter wrote:Pear Tree Snow Land LIVE Review:
Even if you did call me a piece of shit, it was nice to see you play this level--it's one of my favourites actually
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 11:17 am
by aero
Yeah it's a solid 6/10 because of the odd water music and the pointless sign. I needed to insult something.
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 11:33 am
by PixelPest
AeroMatter wrote:Yeah it's a solid 6/10 because of the odd water music and the pointless sign. I needed to insult something.
The music is just supposed to be relaxing and I wanted to make sure that the player knew that the pears weren't just BGOs and were actually platforms
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 11:36 am
by Emral
PixelPest wrote:
AeroMatter wrote:Yeah it's a solid 6/10 because of the odd water music and the pointless sign. I needed to insult something.
The music is just supposed to be relaxing and I wanted to make sure that the player knew that the pears weren't just BGOs and were actually platforms
Also, the pear thing could've been EASILY conveyed through design. Have a small area in the beginning where pear-jumping is REQUIRED to make it up a ledge (one screen to the right of the start so you can despawn them if you fuck up). BAM. Sign useless. Sign is bad and lazy design.
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 11:45 am
by PixelPest
Enjl wrote:
PixelPest wrote:
AeroMatter wrote:Yeah it's a solid 6/10 because of the odd water music and the pointless sign. I needed to insult something.
The music is just supposed to be relaxing and I wanted to make sure that the player knew that the pears weren't just BGOs and were actually platforms
Also, the pear thing could've been EASILY conveyed through design. Have a small area in the beginning where pear-jumping is REQUIRED to make it up a ledge (one screen to the right of the start so you can despawn them if you fuck up). BAM. Sign useless. Sign is bad and lazy design.
I'll look at doing something like that and removing the sign. Also, that music that you suggested is not as relaxing as it would like. It's too upbeat and bright
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 11:46 am
by Emral
It fits the level better than any relaxing music you can find. Why? Relaxing music doesn't fit for a level where you're constantly assaulted by bullets.
Maybe if you added a heavy snowstorm filter and wind noises too.
But then the design wouldn't fit the atmosphere wouldn't fit the music and everything would be a big mess.
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 11:49 am
by PixelPest
Enjl wrote:It fits the level better than any relaxing music you can find. Why? Relaxing music doesn't fit for a level where you're constantly assaulted by bullets.
Maybe if you added a heavy snowstorm filter and wind noises too.
But then the design wouldn't fit the atmosphere wouldn't fit the music and everything would be a big mess.
Mhm. Well, thanks for the suggestions. I'll look at removing the sign but I think I'll stick with the music I have now
Re: PixelPest's Peculiarities
Posted: Sat Aug 20, 2016 12:35 pm
by aero
Idk I'd rather have the bad sign than the bad music. BTB said last night in vc that the music is probably why people hate water levels and if they were more exciting people would like them better. It's the aesthetics that's the problem.
My atmospheric Super Community Contest entry which scored 9th place. Made a few minor changes. There are in fact two exits and some collectable stars. You can also consult the README file or video walkthrough if you are having issues.
Screenshot:
Video:
Re: PixelPest's Peculiarities (New Level + Custom Boss!)
This is a challenging level I restored from about a year-or-so ago with some cool mechanics, tough platforming, a hidden gold onion, and a custom boss at the end.
Screenshots:
Video coming soon!
Also would like a review on this from a Level Reviewer