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The continuation of my previously uploaded level pack “Looking for answers – part 1”. The last level of the first part has been re-uploaded as the first one for this pack to connect with the rest of the levels (for those who would like to play both parts as one episode). A sequel of this, in the form of a stand-alone episode, requiring JJ2 plus, is already in development.
Notes:
1. These levels might not be possible to complete with Lori.
2. The game is to be saved only in levels that tell you it’s possible to do so.
3. These levels might be unplayable with JJ2 plus.
Edit: A music file for “Vladivostok” has been added and the respective level’s soundtrack has been changed to that.
As I checked on my JCS, the music in Vladivostok has mistaken format, instead of mod is xm. By the way, this episode is perfect. 10 10 hype
By the way, the blighted fields level and the clearings of evaporation level from part 1 are more playable with texture background.
More frustrating than fun. I enjoy a good challenge but I found the majority of these levels too much of a slog to push through. There’s definitely some potential here though; don’t give up!
Looking for answers has an unfortunately accurate title, for that’s exactly what i found myself doing the whole time I tried to play it. In all honesty, I could not finish a single level, because I would inevitably find myself in one or more places where I simply could not figure out what (if anything) I was supposed to do next. In many cases, when I did make some kind of progress I wasn’t even sure whether it was intentional or whether I had happened upon some sort of bug in the level design. Walls appear and disappear without warning, trigger crates do not have clear effects, immense spike pits or ctf death pits abound, and layers move at bizarre speeds to complement sometimes empty-looking layer 4s. Huge airspaces are filled with countless ghosts, ravens, bees, dragonflies, and pacman ghosts. More of those enemies lurk under the ground behind layer 3, meaning you can’t even plan for challenges in advance. In one place massive quantities of completely invisible wind, combined with non-regenerating cheshire2s, make an ascent all but impossible. Another area fills the screen with so many smoke rings that the fruit platforms you’re supposed to ride have trouble even spawning. Water levels change according to inscrutable rules in front of the ugliest tileset you’ll see. Nothing seems passable unless you made the level/s and therefore already know where all the traps are and which random/secret routes you’re supposed to take.
There are glimmers of good levels shining through, like a section in the first level where you jump from one alternatingly masked and unmasked series of blocks to another to avoid landing on spikes below. Everything is clearly technically proficient and done with a purpose. It’s just that that purpose feels completely unfathomable.
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Eat your lima beans, Johnny.
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