Or we could have one sign that has "2/3/4/5/6" crammed on it for every castle. But that would probably be barely legible.
Alternatively we could go the complete chaos route and give one castle another 1 sign, one castle can have a ridiculous number like 27, another castle can have a drawing on the sign, etc.
I don't know why, but for some reason I thought I had read that this level was set in stone for the first level in the ow. Must be my brain playing tricks on me, I went back through the thread and I don't think that was ever said lmao.PSI Ninja wrote: ↑1 year ago "Use Of A Goal Posts" would be too hard for the early game. I would suggest having "Fungus Forest Flow" as the first level on the main overworld. It's relatively easy, it has two exits which offers the player a choice of paths right away, and it could be placed on the river like Catabo was talking about.
Anyway, yeah I agree. Throwing a three secret exit level at the player that early would perhaps be a bit overwhelming too.
I was aware of the overhang perspective issue and already addressed it, just didn't get around to sharing the update. This is what the world 1 submap looks like as of this moment:
Regarding the shoreline thing, I'm not really sure how I'd implement that. I saw Scarfley seemed to propose something but I'll get to that in a minute here.
This is awesome! I haven't had the chance to actually play many of the levels in the hack yet so I don't have strong opinions regarding the specific level placements and orders, but I really like how you've laid everything out here.Scarfley wrote: ↑1 year ago I sketched out a possible main overworld with a level order, level connections, etc. while trying to incorporate the ideas that the others have presented so far.
The switch palaces (except for the yellow one) are all accessible through secret exits in submaps which lead back into the main overworld.
Every world (except for abstract and the postgame) puts the player back somewhere into the main overworld to avoid dead ends.
The cave world has two entrances through the main overworld (3 entrances when including the one from urban/mountain world).
The final level of both the mountain and cave world lead the player back to "The Cave of Monsters" which allows them to choose the other world after beating one of them.
I didn't know how we will handle the postgame yet so I put it in the bottom right corner for now, requiring beating "THE OBSTACLE", "The Beginning of Spring", the most difficult exit of "Use Of A Goal Posts" and the secret exit of "Bad Day at the Garden" to reach it plus whatever other unlock condition we can think of.
The rainbow leads to sky/space world but can lead to abstract world as well once it has been unlocked.
A lot of things could probably be done much better (and I think I forgot Sui Glide) but this sketch hopefully gives people some more ideas.
You said the mountain world is currently set up to lead back to cave of monsters, what if instead the castle (or alternatively one of the secret exits) lead up to the cloud world instead? Perhaps a particularly tall mountain or sky scraper could poke through the clouds that can be climbed up.
As I alluded to before, I saw you placed super easy going on a shoreline instead. While this addresses that issue, it kind of implies the level is mostly a beach level, or at least that it starts as a beach level rather than ending as one. So I think it makes more sense to leave the overhang personally. Perhaps using exgfx or something we could do something like this that transitions the grass to sand / rock? This doesn't address any water associated with the shore though so maybe I could try to shoehorn a body of water in too. I also came up with an alternate proposal so I'll post that too.
(Sorry for how crude this markup is, I have very limited resources to do this rn lol)