|Planet.j2l||Planet Of The Apes||21.10 kB||11 May 2021|
|Neighbours.j2l||Neighbours From Hell||10.22 kB||11 May 2021|
|ICJungS.j2t||Jungle 2.0 Storm||249.33 kB||19 Nov 2006|
|astraldreams.it||Astral dreams (NB)||965.12 kB||11 May 2021|
|forest.xm||The Forest of Keroon||384.78 kB||09 May 2021|
Took me long enough to finish this. 3 Years, though I mostly needed motivation to get started. Once I decided to put aside other games that I planned on playing, and actually start designing the levels it got pretty straightforward.
With the first level I didn’t really have anything specific in mind, I just went with the flow tryed to design the level to be somewhat interesting. Though as usual I generally aim for my levels to give back the feeling of the original game.
With the second level I knew exactly how I wanted to make the level look. I wanted the whole level to resemble 2 houses when zoomed out, while you move on seperate floors, though I did end up making it a shorter than average level. I almost decided against making the level, since I wasn’t sure if the novelty of making the whole level in a house shape would translate into an actual enjoyable level. Though I’m kinda satisfied with the end result.
So anyway, after 3 years, I can finally say the 3 levels that I planned for this “Peoples Chimp” pack is finished.
Hope you enjoy it. In case you find bugs or tile glitches, give me feedback, I scanned through the levels several times, but you never know.
link to first part:
These two levels are decent fun. No fancy scripts or custom tilesets, but who needs that when you can rely on some oldschool running and gunning? The level design here is mostly ‘classic’ in style, with the twist of the levels being sort of open and non-linear, involving a good amount of back-tracking. That’s always tricky to do, and it’s easy to make a player feel lost when a level isn’t strictly a dash from the far left to the far right side of the map. Admirably, these levels mostly avoid that, somehow always nudging me in the right direction, though I will admit having to double-check every corner a few times. There are also a couple of bugs that can prevent progress, notably a rock falling in the wrong direction in the first level and a falling spring crate missing the ledge it supposedly was meant to land on in the second.
Apart from these issues, the levels are fun though not especially challenging; while the first level occasionally keeps you on your toes with its enemy placement, by the second level you’ll have stocked up on fast-fires and you can mostly just breeze through the enemies. At the end of the levels waits Bubba, who is never a particularly challenging boss. But despite not being a great challenge, the two levels on offer here are quite fun to play, and they’re worth checking out if only as rare succesful examples of levels that aren’t completely linear.
Eat your lima beans, Johnny.