12-Aug-2023, 8:08 AM
Hey guys! I've received four submissions in total from three people, and I suppose it's time to rank them!
That's all! Huge thanks to everyone who submitted, I liked playing everyone's levels!
4th place [Click to Show Content]
I CAN'T BELIEVE IT'S NOT GRAVITY! by Chipster1059
This level is fairly simple, you push directional blocks onto the free force floor, and go to the next room (four total) after pushing four blocks. The mechanism for checking for the pushed blocks is pretty neat, is suppose, and it does involve force floors, so you could argue it's a gravity vortex or something, but it's not super related to gravity, and the block pushing is a bit too uneventful for me...
This level is fairly simple, you push directional blocks onto the free force floor, and go to the next room (four total) after pushing four blocks. The mechanism for checking for the pushed blocks is pretty neat, is suppose, and it does involve force floors, so you could argue it's a gravity vortex or something, but it's not super related to gravity, and the block pushing is a bit too uneventful for me...
3rd place [Click to Show Content]
GRAVITY FLIP by Chipster1059
In this level, you have to fall down and up while collecting tools and pressing buttons to be able to collect the chips at the sides of the level. This level is very heavily centered around routing for score, since there are flags everywhere, and flipping gravity requires you to go through a thief, which takes away points. Now, I'm not opposed to an interesting routing puzzle; I tried to find some score routes for this level, and it was fairly interesting! My problem with this level is that there's absolutely no challenge to it when playing it casually. There are no limits on time or gravity flip count, meaning you can take the least optimal route possible and the only punishment would be no bonus points. I think adding a time limit or some mechanism to limit the maximum flip count could incentivize trying to find a good route when playing casually, which would make it more interesting, at least in my opinion.
In this level, you have to fall down and up while collecting tools and pressing buttons to be able to collect the chips at the sides of the level. This level is very heavily centered around routing for score, since there are flags everywhere, and flipping gravity requires you to go through a thief, which takes away points. Now, I'm not opposed to an interesting routing puzzle; I tried to find some score routes for this level, and it was fairly interesting! My problem with this level is that there's absolutely no challenge to it when playing it casually. There are no limits on time or gravity flip count, meaning you can take the least optimal route possible and the only punishment would be no bonus points. I think adding a time limit or some mechanism to limit the maximum flip count could incentivize trying to find a good route when playing casually, which would make it more interesting, at least in my opinion.
2nd place [Click to Show Content]
ANTI GRAVITY by ChosenID
Yep, it's one of those absolutely insane MSCC levels! I actually really liked (trying to) play this level casually. I don't think me writing about it will do it justice, so I encourage everyone reading to definitely try this level out, but I'll just say that figuring that witnessing the things that happened in this level (even when not going down the correct route) was downright magical. Its relation to the gravity theme is a bit iffy, but you generally get by looking at the level (and from its title) that you have to somehow go up the force floor, so it's kinda on theme. The actual solution for this level (as provided by ChosenID) is very hard to execute by a human, and I definitely think I would've enjoyed the level even more if I could solve more of it without having to just watch the solution instead. Heck, I'd play a set of levels like this if they were more casual-play oriented!
Yep, it's one of those absolutely insane MSCC levels! I actually really liked (trying to) play this level casually. I don't think me writing about it will do it justice, so I encourage everyone reading to definitely try this level out, but I'll just say that figuring that witnessing the things that happened in this level (even when not going down the correct route) was downright magical. Its relation to the gravity theme is a bit iffy, but you generally get by looking at the level (and from its title) that you have to somehow go up the force floor, so it's kinda on theme. The actual solution for this level (as provided by ChosenID) is very hard to execute by a human, and I definitely think I would've enjoyed the level even more if I could solve more of it without having to just watch the solution instead. Heck, I'd play a set of levels like this if they were more casual-play oriented!
1st place [Click to Show Content]
Anstruther's Dark Prophecy by Jeremy Christman
Of course, the only level without "gravity" in its name wins. This is exactly the kind of level I was expecting and hoping to get! In this level, you have setup a path for yourself to be able to go from the right to the left, after losing your FF boots. To fill holes, you have to clone fireballs to build the "foundation" and then top holes off with a block you can safely walk on, which is more complicated and interesting than it sounds (especially with the middle part). I also like that there are obstacles you have to dodge, like in a platformer. I kinda wish the level was longer (and had more complicated setups for filling holes), but I understand that CC1's map size is a limiting factor.
Of course, the only level without "gravity" in its name wins. This is exactly the kind of level I was expecting and hoping to get! In this level, you have setup a path for yourself to be able to go from the right to the left, after losing your FF boots. To fill holes, you have to clone fireballs to build the "foundation" and then top holes off with a block you can safely walk on, which is more complicated and interesting than it sounds (especially with the middle part). I also like that there are obstacles you have to dodge, like in a platformer. I kinda wish the level was longer (and had more complicated setups for filling holes), but I understand that CC1's map size is a limiting factor.
That's all! Huge thanks to everyone who submitted, I liked playing everyone's levels!