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One last thing, I guess you noticed if you placed an item there ; the final arena can be cheesed by using the crumbling wall on the left to jump on the platform, making the Kleer unable to reach you. I just leave it there.
Thank you once again. See you around, Sr. Skorly ! 😊 (2/2)
I get wha tyou want to go for, a chinese themed Dunes level, and you really nailed the enemy placement, item drops and topography in that regard ! The secrets were even better, as you could still easily tell where they were but could hide it behind trees, far easier than in Dunes' desert. Altough, I would like to remind you that Dunes only got one level theme, and that is really important in this feeling of midgame enemy gauntlet you're going for. (1/2)
It's a very aesthetically pleasing level as well. I liked how the lighting makes the grass look so green (I used the color option in boosted), how there's a slight haze on the horizon before the mountains and how the Chinese castles stand out above the trees. It shows that SS4 engine is capable of generating beautiful scenes.
As a criticism, the only problems I noticed are:
1. the music stops abruptly when a battle ends, instead of fading out.
2. the last battle ends immediately after the Khnuns die
Because of problem 2, the level ended while I was still killing one last reptoid, I think the ideal would be for the castle door to open and the level to end when the player entered it, TFE and TSE style.
@Thanadrax|Cream Great to hear co-op works well, since I didn't test it at all.
@Vartolu Sadettin I was thinking about adding it, but it made a lot of the fights very easily cheesable. It also felt very start and stop with the trigger being pretty close to each other.
It was fun, really. You managed to pull the dunes feel.
BUT!
But.
Finding secrets was 1000x funnier than the map itself. I loved looking for secrets lmao, good work!