Ah, what a way to put it XDand already we got a level entirely based around a simple gameplay mechanic
SPOILER is Developper Commentary for "I Need To Breathe"... if anyone should care.
I remember hearing from... I think it was raocow, that water levels are usually really kind of boring levels, frankly. For me, it was my first time working with Lunar Magic, so doing stuff like relying on custom graphics and blocks was out of the question, and I had a water level to work with.
So I decided to try to do something to make it a bit more exciting and memorable, and "I Need To Breathe!" is what I came up with. I think there was also a lot of challenge going on around here at the time about whether you can make something good with pure vanilla or not, and I wanted to see if I could pull it off after watching [insert number here] hours worth of romhack LPs, even if it was my first time working with the program. I just took simple lessons I had learned from what I didn't want to see in a level (Such as making sure to vary up what the player would be facing) and built it like that.
To those out there hoping to make a romhack but aren't sure if they'll be any good at it, I hope this shows that just by applying some logic and observation to what you've seen and didn't like, you can create something that you do like.
So I decided to try to do something to make it a bit more exciting and memorable, and "I Need To Breathe!" is what I came up with. I think there was also a lot of challenge going on around here at the time about whether you can make something good with pure vanilla or not, and I wanted to see if I could pull it off after watching [insert number here] hours worth of romhack LPs, even if it was my first time working with the program. I just took simple lessons I had learned from what I didn't want to see in a level (Such as making sure to vary up what the player would be facing) and built it like that.
To those out there hoping to make a romhack but aren't sure if they'll be any good at it, I hope this shows that just by applying some logic and observation to what you've seen and didn't like, you can create something that you do like.