For the restrictions of the above mentioned contest, this set is quite creative and full of detail. The only issue is that it has no slopes, but again I guess that’s only because of the restrictions.
Poor drawing quality with no flexibility whatsoever and an assortment of ripped tiles. This is hideously overrated.
While this tileset is quite difficult to use and is somewhat limited due to the restrictions of the contest, the creativity and art style shines through. I strongly recommend this set for anyone looking for an interesting challenge. Despite its limitations, it’s also surprisingly flexible if you’re willing to put in the effort.
This episode had it’s ups & downs.
The first 2 levels felt somewhat mediocre and typical to earlier JCS attempts. There’s little use of vertical space, although I can forgive that for the level being a ship’s deck. Enemies are placed in bunches which (especially on Hard mode) rather slow you down a lot instead of actually making it harder. Some of the 3D Spike Boll patterns felt a bit out of place especially in the 2nd (underwater) level. The ‘pizza ghosts’ part was kind of fun to play, running into and bustin’ all those ghosts made me feel good, lol. The boss wasn’t very challenging but the combination of the Queen’s scream and falling block to make another boss differ felt original.
The first tube level was pretty good. The crate stomping and backtracking felt clever enough at times, and in some parts the respawning Sparks kept me thinking about facing the right way, while switching to the appropriate guns this episode gave me (mostly Bouncer, Toaster, and Seeker were useful). The Robot boss combo was okay but I was lazy and just spammed Bouncers instead of dodging the Tuff’s chains.
The Pinball Hell thingy started off pretty decent with some fun jumps to make with flippers and bumpers. But again the pathways were a little square & flat if you know what I mean, with little incentive to hop around and explore. And while I always love some pinball in any level, the amount of (Hard mode) enemies really, really slowed down the gameplay in this one. The (horizontal) Bumper patterns near the end felt a bit out of place.
The highlight of this pack sure is the scripted final boss. I liked how it’s segmented into different small phases each with a new attack pattern. It’s by far not the hardest scripted boss to date, but all of it’s attack patterns are perfectly fair and dodgeable, and it’s generous with carrots, giving you one for each phase defeated.
So there we have it. It feels like some good & bad gameplay got mixed together here, whether that was intended or not for the final release. Overall I had a decent amount of fun, but can only recommend Normal or Easy mode even for experienced players. I liked some of the pack’s ideas, and the scripted final boss saved it for Download recommendation.
GN and good luck! (this review was written by sleepy me)
Rather cute theme even if the tileset is rather lacking in terms of versatility, especially when in comparison with Mystic Isle 2. The art style is decent overall but a bit inconsistent.
I’m not sure what you were thinking making this level so dark. As you can see from the screenshots, this level is so dark that it’s virtually unplayable with ambient lighting on; even worse, it has pits that are easy to fall in regardless.
Absolutely essential for modern JJ2 level design.
Superb pack! I really like it.
10/10 HYPE
By the way, I inserted dragon explosion sample in code of Guardian level. Now I know how to insert custom sounds in JJ2 using AngelScript.
funny level and nice boss, I personally enjoyed it
Your Levels Remastered is Interesting, Great job!
Btw can’t loaded on JCS.
The AngelScript usage in the cinematic intro here is pretty impressive. The threatening red text, the sprite manipulations, the ‘acting’ rabbits. All convincingly good stuff.
Although there isn’t a lot of finished gameplay in here (yet), being able to play as Devan briefly while you storm the castle felt powerful for the most part. Maybe his gun and fireball attack (while transformed) felt a little slow and I’m not sure if Spaz’s double jump fits him.
For an actual review this would need more gameplay, but for now my (imaginative) hat’s off to the effortful visuals that went into this. I recommend this to everyone even though seeing it obviously makes you prolong for more!
This intro really is pretty damn impressive. There’s only one bug in saldr5 where you can move (as your default character), but it doesn’t actually change anything.
I like how you presented the whole war thing between Devan’s minions and the rabbits, the atmosphere in general is simply brilliant.
I like the playable (tutorial?) level as well. Makes me wonder how levels with this gameplay style may look like.
I hope you finish this.
The majority of gameplay here feels like a test level mixed with the early years of JJ2, all while it wants to surprise the player and doesn’t abide to logic and let’s things happen just because they do. Maybe the swinging spikeballs section and sudden tube events with varying speeds can be a bit tedious when enemies are nearby.
The highlight sure is the bossfight, although at first I didn’t exactly know what to hit in order to progress, with my seekers homing into the cow. It was nice to have a fight without buttstomping for once.
The level may be on the short side, and the tileset still has unused potential with additional characters like the superhero cows. But it still manages to feel fun and fresh for what it is, and I recommend this level if you’re in the mooooooooooood for a laugh.
Got MooGoo?
This level is really quite charming in its own way. It captures a lot of what it was like to play JJ2 back when it was a new game: It’s zany and random, it has whimsical music, and puzzles that are slightly frustrating – but somehow in the end the experience is fun and addicting. It also has some nice scripting, including a custom cow oriented boss. Who can complain about that?
Okay, it’s not going to blow you away with it’s level design or fancy graphics, but I don’t think that’s what this level is trying to do anyway. And in what it wants to do, it succeeds.
This level was rather interesting. It felt partly like an Earthworm Jim level, and also like a joke WAD in Doom. The swirling background could give some motion sickness, especially when you get shot around all over the place. I did really like the boss and thought that having waves of enemies be the boss was a neat idea. I’d say it’s worth a shot.
its here :D
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Probably one of the best Medivo remixes out there, if not the best.
I love both the remix and the poster. Seems like their author is a multitalented person! Is Sidnify an artist as well?
It’s a rather nice level, as vanilla as it gets but still competently made. It felt almost like a secret level from the official episode 4 (exiting to Hell2 made this feeling stronger), but one that made better use of the ideas in Hell1.
I wasn’t too crazy about some things, like needing to find every single coin for the bonus warp, some blind falls onto spikes, and some eyecandy errors, but I enjoyed it anyway. And I have to give you props for using Inferno!
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Eat your lima beans, Johnny.