First of all, there were are few things that changed from my original idea for this level. The music for the stage part was originally supposed to be an instrumental version of Morrigan's "Purple Light Tower"
It somehow magically fit both the name I gave the level as well as its atmosphere. I decided to change it to what it is now however, to have a more consistent theme with all the music being from the same game series.
Speaking of that series, I was making this level while working on the English Translation Patch for the game Alternative Sphere, the third game in the series.
Because I had all the assets for that game lying around, I wanted to do something with the, so originally, I wanted to build the whole level out of only those assets and even resprite Mario to fit, but in the end decided to make things more subdued by only leaving a clear connection between the collectable crystals and the crystal boss (totally not because it was too hard to build a mario level out of shmup graphics).
After submission, I felt like I could have done a few things differently. Mostly, adding a midpoint for the third section. Secondly, I was not super happy about the bubble section in general. I had concerns about other people maybe not being able to find a good path at the beginning of that, being mad at dying for talking to the bird, or trying to spin jump on the bubbles because my hint of "do not touch the light" wasn't obvious enough - although that one is supposed to be intended as also referring to the plot.
I also had concerns about making Mario a one hit wonder, but I had built all the challenges around the idea, that you couldn't just tank them, so I couldn't do anything about that anymore without changing a lot.
I am pretty happy about how everything looks and how the other sections as well as the boss work, though.
The boss is quite a complex construction, despite it's simple look, mostly due to it's second phase starting being timed with the music, rather than being linked to its health. It's entirely possible to beat the boss before the second phase starts, however I experimented with the amount of required hits to make this improbable. A quick kill can be accomplished by getting the brick to hit the side of the crystal in a way so that it hits multiple times in a row (as raocow demonstrated).
Despite being based on a shmup boss, I wanted to not make it too difficult. The brick can be used to destroy the small projectiles, while you can actually stand on the bubble spawners to make them stop shooting - although this will desynch them, which personally just makes them harder to dodge. I also left the bottom step of the way up the tower in the arena, because I thought this was a nice platform to hide out of the way from the bubbles.
Lastly about the difficulty, it's really short and has a midpoint right before it, so I am of the opinion it's probably fine to learn it by dying - especially from getting surprised by a shot in the back from the second phase, although they spawners are far enough away to see them coming.
My adjective "makeshift" was kinda the basis for the whole level and was inherited by the orange crystals, as they
make and
shift things around in the level. The fake exit turning all the tiles in the vicinity into breakable blocks to have them destroyed by an invisible, friendly bonanza bill shot from the sky and the rebuilding of the tower after the boss fight also came from that.
Because raocow noted it, I originally wanted to use the term "thundering" as a bonus, because the bullet bills kept making their shooting sounds when you scrolled them on screen, but I thought this might not be enough of a reason to use that term, so the light bubbles came into play instead. And their interaction with screenwrap - changing their trajectory on each pass through the screen - became the central idea of the last part of the level.