I split your post up to nearly word by word.
testtubegames wrote:Sent the game off to sponsors to check out (woohoo!) -- and took a couple days off from Shocktopus to work on other things (see Gravity forum, for instance)
Is it finally done?? Just give me and ~TES~ a second.
Maybe a little overboard... My understatement with the
's was way too understated.
testtubegames wrote:And now I came back to it and played through your levels. And I don't know whether they're super difficult -- or after a week of not playing, I'm outta practice, but they were hard! Fun, but hard.
They should be usual difficulty, which would be hard, but not Misha (except for the Misha-hard level, of course), but the fact that they're super difficult probably hints that you're out-of-practice.
testtubegames wrote:Twelve Levels - Whoa! How long did that take you to make?
Now do you know why I was itching for someone to try it? I didn't want all that hard work to come to nothing. BTW: A few hours.
testtubegames wrote:The level design is really intricate, and there are so many precise parts to it.
Thank you! I did spend a long time making it. I'm glad you notice my effort.
testtubegames wrote:I beat just over half of them, I'd say.
Did you just run out of time or were the other ones too hard for you?
testtubegames wrote:The bottom one was probably my favorite. Super hard, and you needed to get everything juuuust right. But short enough that I felt like it was possible. (And I did it! Yes!)
That one was totally my favorite as well. I loved how it was almost like a race against the clock, but there was something in it that made it even more exhilarating than you might expect from making it race-against-the-clock. I wonder why it's so fun?
testtubegames wrote:I think some of the parts might unfortunately be broken because of the change I made to the wall jumps. The wall jumps may feel smoother - but it's harder to use the edge of the screen as a boundary to bounce yourself ever higher.
Yeah, I already know that. Actually, I think only the super-long column to the right was broken. Good call on that Andy, it was evil.
testtubegames wrote:The 'Misha' hard level - Yup, this is hard. After about 30 Shocktopuses, I made it into that first gap. And celebrated. Then promptly died from that cursed missile!
Being the creator of the level, I can boast that I was able to get passed the first gap (slightly). I did test each individual part of the level, so it should all be possible. (Testing took me hours by the way). What I liked most about my level was how it only used a small amount of the level space. I would just have to keep on adding those little room things, and soon I would get a Nightmare for Tonight. (Of course, since there's already a Nightmare for Tonight, this one would be called ex-Nightmare for-Tonight so that Misha doesn't fret over my use of their level's name). Actually, I'm wondering, Misha, how do you make sure your levels are all possible? I haven't been able to get passed a single part of Nightmare for tonight.
testtubegames wrote:Well done, sir. Made me chuckle, but I can't say I made it any further in the level.
Neither can I. In fact, I probably only need that first 'room' to make it near-impossible, but no, I had to make it ahsiMpossible.
testtubegames wrote:Super-long-Cheetah levels - I'm afraid these, too, might have suffered from the wall jump changes.
They should still be possible (that is, if they were ever possible). I made these levels after the wall-jump change, which is why they are only 2 from the wall. If you go leftward then rightward just after hitting the side, you should gain just the smallest amount of height. Doing this for a long time gets you to the top, where you can activate a lever and do it all over again... (Inspired by ARP's Higgs level "Annoyance" that takes 900 moves to complete).
testtubegames wrote:I like the idea, and maybe it'd be enough to put a wall around the room -- so you can stick and do normal wall jumps.
I was doing that at first, but I realized that this way worked, too, and it was way less work, plus it might even make it even slower and harder than regular wall-jumping.
testtubegames wrote:Or a gap of one tile instead of two, so you can do the 'fake' wall jump easier.
A one-tile gap would be way
too easy. I'm trying to make a super-long level.
Nobody ever notices my signature. ):