"The Sacred Grounds" by Requiem

Started by Requiem, August 11, 2011, 01:41:46 AM

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Wow, it's been a while since I posted on these forums! So, after the amazing 2.0 update, I was searching for inspiration to create a VVVVVV level. Just was randomly thinking, and came up with the idea to create a rendition of Cave Story's "Sacred Grounds" or "Sanctuary" or "Hell" level in VVVVVV. It started out as a direct port, and then things got a bit harder to recreate when I got to the Basement 2 section. Several creative liberties later, I came up with a few cool puzzles and decided to make it more of a tribute than a recreation. So, here it is, my tribute to the amazing developers of Pixel and Terry Cavanagh, who created two amazing games which have been a major influence on my decision to become a game developer myself.

So, without further mountains of text, here is my first VVVVVV level, The Sacred Grounds.

Version 1.2

Version 1.1 - Added single wall to one room to discourage players from thinking there is a trinket or secret above it
Version 1.2 - Minor bug fixes in final rooms

It's got some very interesting puzzles, and a boss battle! I decided at the very beginning that I wasn't going to make it TREMENDOUSLY difficult. It's got some precision platforming and one or two areas that always require a bit of thought and a bit of luck, but I don't think it's too hard. I mean, where's the fun in a level if you can't beat it?

Here's a few screenshots:

As always, questions, comments, criticisms and bugs are always good things to discuss! Especially criticisms! I can't get better at making levels if I don't know where I need to improve!

Thanks for playing, and I hope you enjoy my first level!



Rating #030
Enjoyment: 8.5/10
Aesthetics: 8/10
Novelty: 7/10
Difficulty: 7.5/10
Room Names: 9/10

This was surprisingly good!  I liked how you put your own spin on the level design, and put extra trinket rooms.  Everything looked nice, and the challenge was just about right for me.  Room names were quite fitting too, and the last one cracked me up.

I was concerned that there would be a trinket above the heavy press, but I fell accidentally and could not get back up.  However I am confident that I would have been able to get to the room above it... maybe put a wall up there just in case? :o

Anyway, awesome.

Now as long as nobody makes a VVVVVV version of the Hell Temple from La-Mulana...

Status: 100%'ed!


Thanks! I'm glad you enjoyed it, haha.

Good idea about putting a wall above The Heavy Press. There's nothing up there, but I can see how it would be misleading! The reason I actually DIDN'T put a wall up there was because technically it's directly under (albeit several spaces below) the other area in the level where you see a vast quantity of enemies moving. It was just a funny continuity thing, but I can definitely see how it could be a problem. I'll change it in a little while.

Also, oh man, the Hell Temple from La-Mulana. I havn't beat it, I probably never will. But make a level out of it? Hmm... It... could be done. Maybe that'll be my next project...

I should probably post a screenshot or two as well. I'll do that when I update the Heavy Press room.


Updated the main post with a new version (some more very minor bug fixes!) and a few screenshots!

The Brass

Nice level. I especially liked the heavy press "boss battle".


Quote from: The Brass on August 15, 2011, 04:17:55 PM
Nice level. I especially liked the heavy press "boss battle".

Thanks! Yeah, it took me a while to think of how I could make a boss battle with the V gameplay style. It worked out pretty well in the end, I think.

Before I make my next level I think I'm going to learn a bit of scripting for V, so I can make some more unique aspects in my level, instead of simply relying on level design!


Hey! Meant to reply to this the other day when I first played it, but just wanted to say I enjoyed it quite a lot :viridian:


Quote from: Terry on August 25, 2011, 03:31:24 PM
Hey! Meant to reply to this the other day when I first played it, but just wanted to say I enjoyed it quite a lot :viridian:

Thanks! I don't check these forums as often as I should, and now I'm late replying! Ha ha.

Glad you enjoyed it. I still never came up with a design for that last room, but I really do like the way I ended it.

Speaking of, I still need to come up with a concept for my next level...


This was a very VERY awesome level.

Unfortunately, it was so damn hard that I got frustrated and quit. (I'm worse than the Angry Video Game Nerd...)


Quote from: PJBottomz on August 31, 2011, 07:52:17 PM
This was a very VERY awesome level.

Unfortunately, it was so damn hard that I got frustrated and quit. (I'm worse than the Angry Video Game Nerd...)

Thanks! But I'm sorry to hear that it was too hard for you. I know I used a lot of precision platforming in this. Which room exactly did you get stuck on? I might change it to make it a --bit-- easier  :viridian:


I have no clue... Somewhere a room or two down from where you start the challenge or whatever. ???


Not NEARLY as hard as I was expecting. Fun and enjoyable.



In celebration of getting my level featured by Terry, I figured I would post a few screenshots of a new level I'm working on! Havn't come up with a name for it yet, or a bit of a backstory, but it's a hub level with four stages and a bit of scripting. I still havn't learned how to legitimately script, so I'm still completely focused on just trying to make good level design. The entire thing is focused around "optional difficulty" - most of the challenges are easy to figure out and the hard ones are completely skippable. I've completed stage 1, and am currently working on stage 2! Here are a few screenshots: