NokiMo
Domo Yoro
Domo Yoro

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Shapes, Like You've Never Seen Before

The New Bonus Level Visuals

We’re both really happy with how this level turned out visually, and I’m glad that we now have a second final-game-ready level visual style nailed down. This visual style is intended for all bonus levels going forward. (But it will look fairly different from level to level!)

This visual style also has additional effects associated with it, but we’re keeping those a secret until you play the level for yourself.

Note: the colors with the .gif format are a little wonky, and it's most noticeable on the bombs and mines- they're way darker than they should be.

Also: due to limitations with the .gif format, .gifs will always play at 1.1x speed.

Where this Level Fits Into The Final Game

Initially, this level was intended to be a small / medium-sized follow-up to the Junkyard level. However, it’s grown quite a bit beyond that; now it’s 5 full-sized levels in a trenchcoat.

This level is all about interesting mechanical interactions that don’t fit into the main game- they’re either too complex, or . The difficulty of each “branch” varies, but all of them require understanding and mastering interactions that you might not have known about on your first pass through the junkyard. 

So right now, I’m thinking that this level might be best as a post-game challenge. The junkyard is in the latter half of the game, after all!

This is all I really have to say / show at the moment- development is still going strong, and right now I’m playtesting & bugfixing for two of the five branches of this level.

Thanks for continuing to support this project! I'm excited for when you all get to play the final version of this massive level.

Shapes, Like You've Never Seen Before

Comments

Just casually makes the sickest aesthetic I've ever seen for a video game. Holy shit

LennyTheSniper

patterns on walls reminds me of sonic mania’s UI stuff.

GreenHammerBro


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