Stuff like this is, like, why I adore creative JP hacks and the good parts of JUMP and Mice for.
In no "traditional" western hack would you see a lock gate, or any block or sprite - outside of like, 1F0, which has basically become a cliché of its own at this point, not to demean use of it - be used in this sort of fashion, people are too preoccupied with following the basics of game design principles that they don't really think "outside of the box" which is a huge shame.
I feel like thinking creatively isn't adequately rewarded in SMWC outside of very basic 1F0 uses, which results in the massive amount of derivative shelljump spam kaizo hacks out there and so called "generic hacks" which, truth be told, kind of replaced "YouTube levels", in the sense that they're what the beginner level designers are doing, not the "wow this is Bad" sense.
People just see what fresh ideas others are doing and try to copy what little they understand of them, in a vague attempt of "following the leader".
morsel/morceau wrote: ↑
I think trepenation clinic was one of my favourite levels simply because a lazy designer, such as I, would look at these sprites for a few minutes before discarding them as unusable, but a Lazy designer knows better and is able to construct a delightfully fresh and appealing level with them.
I replied to this with "that's what we call separating the wheat from chaff" and honestly...
Just thinking about assets in creative and non-traditional perspectives is honestly what separates the wheat from chaff when it comes to making a hack.
also, the key-avoiding thing was inspiration for a kaizo thing I made:
Like I said before, kaizo's precision isn't my thing. But holy hot damn if I'm not impressed by your creativity with the original gimmick. Très bien!