New game + (v1.2)

Started by RealBikas (Noya), August 04, 2021, 07:43:09 PM

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RealBikas (Noya)

After a month and a half of work, here's my first ever published VVVVVV level. with a lot a bit of help from the discord community, I was finally able to complete this project.

'The crew has crashed into yet another dimension, WWW. This dimension is just like VVVVVV, but a couple of centuries later.'

:vitellary: - "It's incredible how one dimension can represent what another dimension will be
             like in the future. I wonder how it's able to bypass the time travel paradox."

This project shows my progression, ever since I started scripting, until now.
This level took a lot of fine tuning and carefulness, but it's nowhere near perfect, so don't overhype yourself.
Please be sure to notify me of any typos or bugs.

Level Stats:

- Crewmates: 6

- Trinkets: 25

How to install:
- Place .zip file inside of Documents/VVVVVV/levels

Note that this map was made for 2.3 or above.

Good luck!


Version 1.0 (04/08/2021):

- Released the map.

Version 1.1 (12/08/2021):

- Removed a lot of random blocks around the Open World area;
- Nerfed the Void (gray area) a LOT;
- Nerfed the Warp Zone and Space Station 2;
- Added more decoration to the Void;
- Fixed some typos and bugs;
- Added a LOT of checkpoints throughout the Open World area;
- The map is no longer disabled when entering the Warp Zone maze;
- The trinket in the "Bullet hell" room is no longer cheeseable;
- Nerfed the 20 Warps Trial.

Version 1.2 (13/08/2021):

- Added a speedrun mode, which only shows the necessary dialogs and cutscenes;
- Added a big shortcut in the Open World area;
- Added the right vvvvvvmusic.vvv file;
- Fixed a couple of bugs.
- Nerfed "Latency variation"

Version 1.2.1 (13/08/2021):

- ACTUALLY added the right vvvvvvmusic.vvv file this time (I hope).

Version 1.2.2 (19/08/2021):

- Fixed a softlock where after watching a cutscene, if the player pressed R they would be stuck in Space Station 1;
- Made it so the player flips to the ground before some cutscenes;
- Fixed a weird visual bug.

Version 1.2.3 (19/08/2021):

- Fixed the ending cutscene not finishing.

Version 1.2.4 (21/08/2021):

- Fixed some minor bugs;
- Fixed an impossible part;

Bruce Michez

A very clever level, so far.  That being said, the part with just spikes and sad music, for all its apparent simplicity, is monstrously difficult because the real spikes tend to blend in with the fake ones.  After 500 deaths and a terrible mood, I resorted to invincibility.

I remember asking Pixelator if the relentless, barbaric difficulty of their levels was some sort of existential metaphor for hard times in life - that was before 2020, mind you.  I'm semi-retired from VVVVVV for a reason!

Also, I'd hazard a guess that the "power off" terminal in the first section is not supposed to stop the music while it's at it.

RealBikas (Noya)

hi Bruce,

Maybe it's because I made the level, but I could always distinguish those spikes very clearly. Either way, I might change the sprites.
Also, I'm pretty sure thats a 2.2 issue. I forgot to mention in the post, but this map was made for 2.3!


Beautiful level, I enjoyed it a lot. Pretty hard (overly hard in some places), but since I'm decent at this game I was able to manage. My main issues with this level are:

- The room "Latency Variation" is extremely confusing and Balneor had to show me how to do it before I was able to beat it.
- I don't think you should disable the map in the maze to the Warp Zone. I'm glad there are no warp lines, but still.
- The "20 warps trial" trinket is way too long, and some sections of it are also hard.
- The delicate flower quest at the end might be a little bit too frustrating for some people's tastes.
- Multiple rooms could use difficulty rebalancing, particularly in Space Station 2 (though Warp Zone also has some that are too hard). Most of this can be fixed with addition of checkpoints.
Once these are fixed, I think this level would be ready to be featured on discord, great stuff.

Also, you made this in 2 months? That's really impressive. I have 2 level projects that have been in development since 2018 and aren't yet ready to be released in 2021 - the 20x20 one should be about 3/4ths done and the 14x14 one I have brought back to life recently should be about half done. Though to be fair there were some big several month breaks caused by burnout and lack of gameplay ideas.