|04 May 2015
|22 Feb 2015
|11 Sep 1998
|05 May 2015
A mad clown known as Tweedle had stolen your brother’s gun. Now you have to travel to Psychedelius and defeat this villian. There are lots of dangers on your way- dozens of bottomless pits, hordes of not very friendly Cheshire Cats, Spitting Bubbas and Blue Ghosts… But rewards are also cool, so check for hidden secrets, there are plenty of them!
Have fun and don’t fall into a pit! :D
P.S. Yeah, if you have downloaded my previous works, you can guess that making recolours to old tilesets is my hobby. It gives my life a meaning! :) This level is a good example.
EDIT (01.05.2015):I’ve read your reviews and changed layout a bit. Actually I didn’t like the idea of recolouring or resizing Bubbas- some types of sprites simply can’t change their direction and the pixel explosion won’t change it’s colour… Probably I’m too lazy now to solve these problems. Mainly I tried to buff Tweedle, as you complained that he is to easy compared to the entire level passing.
LIST OF CHANGES
1) I removed all that annoying moving spikes where you’re always bein stucked.
2) Added a loophole into the bonus zone, so now you won’t accidentally exit it.
3) Reduced the number of enemies on Normal difficulty (But increased on Hard)
4) The platforms on Tweedle arena now are bigger, and you can’t pass between platform and organ any more, it’s intended to make Tweedle fight harder.
5)Respawning Hatters (on Hard) in Tweedle arena.
6) Small eyecandy changes.
1) Tweedle’s boss tune is random now (boss1 or boss2)
2) Tweedle deals more damage with electoblaster, fires more blaster- and bouncerbullets
3) Tweedle heals more HP at one turn, he also is now able to heal himself after stealing your ammo, however, in the second case he does’t heal much HP, otherwise it would be impossible to defeat him.
EDIT2 (03.05.2015): That’s good that you continue writting reviews frequently and edit them so I can see what do you think about updates of this pack and while I’m having the weekend I can consider your critics and improve the pack very quickly. I tried to fix everything Slaz wanted me to fix. I reduced HP to the majority of the enemies and finally I took care of the “random hell” of spiky balls. As for SE’s review, he noticed all the bugs I failed to fix before I uploaded the level here- Bubba’s problems with bomds, unability to shoot up whit “spitgun” and others-at the moment I have no idea how to fix them, but I’ll take care later when I have much free time. It’s a good idea to add some kind of award for collecting certain number of gems, I’ll think about it. However, I don’t agree that it’s too hard to collect 200 coins- there are at least 210 coins in the level and I wanted to make collecting them as challenging as possible, furthermore the reward for accomplishing this mission is worthy- I mean the “DragonBreath” weapon. As for challenge rooms and the boss I tried to improve them in this update.
LIST OF CHANGES
1) Changed the arena with spiky balls. Now there are some refuges and trees where you can hide from falling balls. More than that, now you have to destroy blocks to reach seekes. All of it was done to increase the influense of your skill and reduce the influence of random.
2) Slightly modified Tweedle arena. The platforms are wider, so it won’t be too easy to aim boss to buttstomp him. The arena itself now looks like a huge organ (maybe, Johann Sebastian Bach could appreciate it :) ) The organ hampers you to buttstomp Tweedle when he walks on the platform. There are also 2 respawning withing 20 sec changing-charakter TV-sets, so you can be morphed into Spaz or Lori to use horisontal strikes.
1) Nerfed cats a bit. Now it takes more time to them to fadeout and fadein, more than that they can’t hit you (and you can’t hit them as well) till they are teleporting, so you can’t be hit by a suddenly teleported enemy. I also changed the first challenge room. Now if you kill one cat, immediately another cat appears in the random point of area instead of the killed one. So in the one hand you don’t have to wait till new wave appears and in the other hand there wouldn’t be more than 4 cats at the same time- no overflow of memory (no bugs like vanishing objects/enemies/rabbit).
2)The spiky balls appear 5 times more rarely, so it’s much easier to avoid them. Tried to fix spiky ball passing through the walls- they are still passing, but more rarely, argh!
3) Buffed Tweedle once again. Simply changed his object “Bilsy” to “Robot” and now bullets deal normal damage to him instead of double damage as they used to. Buffed the 2nd form of him a lot. Now he doesn’t only walk, he dances really fast and fires not only smokerings but bubba’s fireballs, numerous poweruped bouncers as well as blasterbouncers PU… I also made him to dissapear after death, this way he drops the gun only once (in the previous version he could do it twice before the level ends)
4) Nerfed HP to nearly all enemies except BlueGhosts as they run faster when being hit, so they should have much HP, and Spiky Balls for the similar reason: they spawn small balls every time being hit.
5) Small changes like preventing Great Carrots respawn every time you die and reducing the number of spiked balls to kill.
Level gets a bit repetitive after some time playing it, but difficulty ramps up pretty smoothly and I’m adding extra points for a working Tweedle boss. Definitely an enjoyable experience. Worth a look!
The level is a bit hard, but the level’s script is awesome!
@Superjazz The chesire cats are dealing damage to me.
Finally someone does the tweedle boss properly. This one was very fun to play actually.
By the way, are the cheshire cats supposed to deal any damage? Because apparently they do not.
Enjoyed playing this level much. Good job!
Edit (May 24., 2015): Most of the flaws discussed in my original review included below have been taken care of. Some perhaps extensively – the spike ball challenge room became somewhat trivial, with safe spots, hardly any actual spike balls, and respawning seeker ammo that you can collect for many minutes and use against all enemies from that point on. The boss on the other hand might’ve become overpowered; the second phase of the fight seemed fairly random to me, with my victory depending mostly on the order of moves he decided to use. I also encountered some other minor bugs I didn’t see before but won’t bother to list. Overall, however, the changes are a major improvement, the level has consistently good quality and a variety of gameplay concepts, and it’s now fun to play.
Aforementioned original review (rated 7.5) available below for reference and historical purposes:
Decent, but with tons of flaws.
New weapons are nearly completely useless and, where they could be useful, it turns out the modified fireball can’t shoot upwards and bombs deal only 1 damage point to Bubba enemies, don’t explode on contact, and bug enemies up.
Many of the enemies are mostly really tiring to kill rather than difficult, especially the Bubba ones generally require a hit and run strategy that is very safe but can easily take half a minute to take down a single one of them.
Loads of bugs occur, besides the aforementioned bombs that have really bad effects on Bubba enemies, spike balls go through walls and all over the place, making otherwise easy areas completely random hell, enemies can spawn at the player’s position without any chance for escape, falling onto the floor without having activated a certain platform can get you stuck there, and Spaz can completely skip the most difficult challenge in the level, which then never ends, causing palette issues.
Said most difficult challenge inconsistently keeps progress over separate lives, unless you had finished it already, in case of which when you die it counter-intuitively restarts from the beginning, and is overall unfair, involving not as much skill as shooting while getting hit constantly in hope enough spike balls are destroyed before you run out of blinking time and health. I could believe it involves some skills or strategy but the spike balls can very well spawn directly above you and quickly fall down, or even spawn at your current position. There’s no way to predict that, if you’re unlucky, you’re simply going to die. On the other hand, the challenge room that precedes it is much easier but has issues too – most importantly, after you kill the initial wave, it runs out of enemies and you have to wait for several seconds before anything new appears. Generally exactly on your position, dealing damage even though you were well prepared to fight.
As far as I could tell, the coin warp requires all coins in the level, which is a bad design decision that means everything you collected will be useless if you didn’t find one single secret. The level also contains gems which it gives no special purpose to, so that’s a sort of a wasted opportunity.
Tweedle is perhaps the greatest disappointment. After the life-draining spike ball challenge I was convinced I’d face a hard to defeat final boss, but instead I saw a nerfed version of the first stage of Devan Shell, who later transformed into a complete joke of a boss that can be beaten simply by periodically pressing the down arrow, after getting him onto one of the platforms in the arena. Or well, that was the case before the recent update – after that, his first stage can actually be called significantly more difficult to kill with blaster than Devan is, but you can always just pull out RF missiles and still finish it within a couple of seconds; and the second stage didn’t change much, maybe just that I now have to occasionally press left or right too to aim the buttstomp better. Granted, he would fit in well with the entire rest of easy to kill official JJ2 bosses, but certainly doesn’t fit the spirit of the level, which aims to be more ambitious than the official levels.
As for the upsides, I really like how enemies drop ammo, and not just any, but the kind that’s actually associated with them, even if they drop so little and so rarely that it’s not extremely helpful. The visuals and mechanics of the moving platforms are really nicely done. The variety of enemies is cool, with the new ones offering original mechanics. Secrets are spread around well, generally offering hints and not being too hard to find. The scenery is somewhat bland but acceptable. I suppose with the exception of challenge rooms and the boss it’s fun to play overall.
EDIT: 02-05-2015: Alright, I’ve done another playthrough on Normal after changes appear to have been made. There are noticable less enemies now, yet personally the amount of enemies didn’t bother me. It was the amount of health they had, which is still the same. Also, the ‘spammy’ spikeball interlude section remains unchanged. The Tweedle fight felt improved a bit. It took me slightly more time to down him this time, although he appeared to camp on the corner platforms a little more. It’s still a great level, but my score of 8.7 remains the same for now. Keep up the good work!
Original Review: Ever since AngelScript came to JJ2 I’ve been particularly interested to see a Tweedle boss fight being made. At one point in AS’s early life I saw a server pop up called something like ‘FIGHT TWEEDLE’ and I rushed to turn on my computer to play it, only to see it was actually a Bubba fight with swapped sprites in an editied Psych level.
So you can imagine the name of this download combined with the third screenshot made me play this as soon as I saw it! The level starts off with a funny palette shift as if the dawn breaks, following is what feels like common Psych gameplay with some interesting tweaks to enemies and mechanics.
Changes include health bars for enemies, a health increase system similar to Ozymandius (big carrot pickups), Fast Feet items that temporarily increase jump height, several customized guns, and some customized enemies. Mad Hatters felt like they were the same, and can still easely be defeated by ducking and shooting. The Dragonflies are made to be more annoyingly evasive than they already were (in a good sense) causing the player to carefully plan their shots. The Cheshire Cats and Bubba’s are fully custom enemies and I like both of them. The cats fly around shooting Toaster-like waves of fire and sometimes teleport to you, while Bubba’s aim spit to you and leave a ghost version of themselves behind that can only be physically attacked (opposite of Pokémon? :P). The scripted custom platforms felt very responsive and made pit sections somewhat fun. Custom weapons include Potions (much like Mad Hatter’s bullets), Bombs that work like the ones Float Lizards use, and a funky Toaster PU with more horizontal reach useful for those Dragonflies.
Then there are these interludes (indicated by a change of music and hellish palette shift) that have you fight a certain amount of enemies before you’re allowed to continue. I liked the one with the cats, but the spikeballs were very tedious and unnecessarily random. Yes there are seekers to use and after-death hints depicting their effectiveness against them, but still it felt like random spam that can only be fought with your own spam.
Lastly, the boss fight! It played a lot like what I had in mind for the actual Tweedle fight the way the JJ2 team intended it, and Bloody_Body clearly tried to stay true to their intentions. In the first half of the fight Tweedle will dance around while shooting and occasionally healing himself, then eventually he’ll pick up a magnet that disarms you (your sprite still has a gun though), leaving you using solely buttstomps and special moves. Of course this makes him easier with Spaz and Lori than with Jazz, but it’s more than doable either way. I also liked his use of smoke rings.
Overal it’s a fun level that mixes traditional gameplay with original scripted gimmicks. Sometimes the flow of the level felt too slow paced due to enemies increased health and the gimmicky ways to kill them. Still the overall level including the boss fight are worth a playthrough for every SP lover out there, and not only for the boss fight!
So I was looking for something new to play on JJ2+ and then I saw this. “Tweedle Wheedle” sounded like a promising name and seeing Tweedle boss in an actual level (one of the bosses I always wanted to battle) made me decide downloading it. First up, I’ve got to say that it’s an amazingly scripted level, which I really liked. Also it’s nice that you added bombs, potions (or whatever that ammo is called) and ghosts. The ambient was nice, very few bad tiles, nothing to really ruin the gameplay. It was a great idea adding Bubbas as enemies, but if they looked at least a little different from the actual Bubba (ex. new color, size, etc.) that would’ve been fantastic. I really enjoyed the game until it got really hard, even on easy! First more Cheshire Cats, then the spiky balls… I eventually gave up and used JJRUSH and JJFLY when they were needed. First level I saw a spring on a Caterpillar. Pretty original! Maybe if it was a little easier on Easy it could be an extremely enjoyable level, since Jazz Jackrabbit is still a run’n‘shoot. Collected 200 coins, finally! goes to warp; accidentally goes to right and gets teleported back Dammit! The exit should be somewhere else, not a place where you could instantly get teleported out. Anyway, finally got to the boss. I expected something really powerful, since the level was so damn hard. It was surprisingly easy, unfortunately! Still the idea is pretty damn interesting, I enjoyed seeing Tweedle in-game for the first time.
Before rating, a funny story: I was standing on one of those moving platforms. I accidentally fell; Cheshire Cat teleports beneath me, deals me 1 damage but I jump back on the platform. That enemy literally saved my life!
I’ll rate 9.7 for all the effort you put into this level. Thank you for making this fine piece of work!
- to many deadly pits
- boss battle makes on sense
- everything else. New enemies are fun, and their health is shown above them in a very nice, elegant way. I also enjoyed flying platforms, they look cool, sound cool and are practical. And there are also new weapons, but they are not so great.
Ah, 2015! A heady time full of promise. Let’s look at the angelscript API and see what it can do for a single player level. Different palettes at different stages of the level? Absolutely! Enemies with more health, other sprites used as enemies, other sprites used as (unremarkable) weapons. Sure! Totally sick fire-breathing platforms moving in all directions! Anything seemed possible. People were building on JJ2 gameplay to add exciting new elements to dazzle and amaze and entertain.
Tweedle Wheedle is not without bugs, I suppose, and the eponymous boss battle is frustrating as all Tweedle fights seem to be, and the layout occasionally gets confusing, but it’s unrelentingly cool. And even without all the scripting stuff the layout is still really good, doing interesting things with the psych3 base, then adding lots of really distinctive design elements to the rest of the level. Just a fun time throughout.
Eat your lima beans, Johnny.