Another great epi-toad! :) 0:48 - I can't wait to see you do the second secret level! Much excite! 2:11 - Thanks again for making that video, and giving me the motivation to finally track down and solve those elusive bugs! 2:40 - You made it!!! :D 2:45 - Hadn't quite thought it as a haunted house ^_^. The intent was to convey a sense of loss and sadness - a place filled with forgotten souls who couldn't be saved. 3:25 - Jump cut! :P 4:27 - Thank you for saying so! 5:16 - Covering up the lower half the of level was a bit indulgent, but I that given the broken-down feel of the level, ripped thought the middle like some crumbling ancient place, it kind of works. 6:47 - The last 'red' levels were even bigger originally, but I decided to cut them down a bit. Our intention was for these to be the biggest and most dangerous, and perhaps they remained a little too big ^_^... 7:32 - That was one of the two core design tenets: exploration and puzzles. We tried to include branching paths to allow the player to go different directions rather than railroading them through a single path, and show them glimpses of places they couldn't immediately reach, but could figure out how to get to. 9:20 - Doh! Gotta be quicker ;) 10:10 - Those marks usually indicate something, whether it's a secret, or danger, much like the trails of blood. You can still hear the Chitter Chatters (teeth) coming, but it's a less of a surprise that way. 14:01 - There's a also a safer, back way in, allowing you to avoid those Sniffers altogether! 14:06 woops! Spoke too soon again ;)... 15:56 - That was a later addition, meant to give you a horizontal safe path through the level. There's another way through the bottom half, and teleporter can be used to move diagonally through. 17:00 - Fun fact, Eric did a VERY accurate recreation of the Pacman maze - it was quite impressive, but ultimately didn't fit thematically or work as a level, not to mention Namco might have something to say about it copyright infringement :(... 18:55 - Good idea ^_^...
Another great epi-toad! :)
0:48 - I can't wait to see you do the second secret level! Much excite!
2:11 - Thanks again for making that video, and giving me the motivation to finally track down and solve those elusive bugs!
2:40 - You made it!!! :D
2:45 - Hadn't quite thought it as a haunted house ^_^. The intent was to convey a sense of loss and sadness - a place filled with forgotten souls who couldn't be saved.
3:25 - Jump cut! :P
4:27 - Thank you for saying so!
5:16 - Covering up the lower half the of level was a bit indulgent, but I that given the broken-down feel of the level, ripped thought the middle like some crumbling ancient place, it kind of works.
6:47 - The last 'red' levels were even bigger originally, but I decided to cut them down a bit. Our intention was for these to be the biggest and most dangerous, and perhaps they remained a little too big ^_^...
7:32 - That was one of the two core design tenets: exploration and puzzles. We tried to include branching paths to allow the player to go different directions rather than railroading them through a single path, and show them glimpses of places they couldn't immediately reach, but could figure out how to get to.
9:20 - Doh! Gotta be quicker ;)
10:10 - Those marks usually indicate something, whether it's a secret, or danger, much like the trails of blood. You can still hear the Chitter Chatters (teeth) coming, but it's a less of a surprise that way.
14:01 - There's a also a safer, back way in, allowing you to avoid those Sniffers altogether! 14:06 woops! Spoke too soon again ;)...
15:56 - That was a later addition, meant to give you a horizontal safe path through the level. There's another way through the bottom half, and teleporter can be used to move diagonally through.
17:00 - Fun fact, Eric did a VERY accurate recreation of the Pacman maze - it was quite impressive, but ultimately didn't fit thematically or work as a level, not to mention Namco might have something to say about it copyright infringement :(...
18:55 - Good idea ^_^...