Capepack Super Mountainvanture

Author: MisterMountainMan

Avg Rating:

Version: 1.1.1

Downloads: 171

DISCLAMER: This is NOT a cape tutorial, it is a test of cape skills.

A 20-level pack with a focus on capes. Each level has a cape in it. Woot Woot. I've come to the sudden realization that I'm no good at writing level descriptions. Basically, this level is a test of all your caping skills. You know, just in case you find a bullet-filled cave and a cape, you won't be at a loss.

v 1.1.0 - Added back some blocks which were missing from testing.

Added ankh to 3-4 and 5-2.

Added openable shortcut in 5-2.

Made plasma cannon jump in 2-3 slightly easier.

Removed worm meat in 3-2.

v1.1.1 - Removed a block in 5-3 that was accidentally filled in during 1.1.0


Comments

MisterMountainMan: Oops! 5-3 was previously possible, but when I "Added back some blocks which were missing from testing." I accidentally filled it in. DERP. Glad you enjoyed!
The_Goosh: Sorry it took me forever to come back! I've never gotten responses to my criticism here, and because you were so fast, I was almost intimidated. It's not your fault, though. I'm the asshole; It's taken me forever to respond. I'm not actually giving this pack 5 starts now, as I'm only trying to balance it with the three stars. But these changes alone are certainly worth 5 starts! The experience is so much smoother with them. It feels more like a consistent barrage of quality rather than the gamble it was before. The only level I skipped was 5-3, because I think it's impossible. What's up with that? Anyway, awesome job! You're the type of level creator we need more of: eager for feedback and able to admit their faults.
MisterMountainMan: Thanks for the feedback! Sorry you had a rough time with the pack. I have made some changes that should hopefully solve the problems you mentioned. Thanks again!
The_Goosh: Sorry about that review being a mega paragraph. Apparently, Spelunky Bin brought Reddit's weird line skipping rules with it.
The_Goosh: I'm not one to shy away from skipping levels that I can't stand. If a level makes no sense, is completely inconsistent, or is way too hard, I'm not gonna put up with it. Most levels in this pack were interesting and quality, featuring tough, but fair challenges, but 4 levels in particular stand out as skippable. 2-3:The plasma cannon jump is not only super annoying, but completely inconsistent. I was able to pull it off a couple of times, but after something like that, you just want the level to be over. And, of course, it isn't. 3-4: You know what's fun? Tricky jumps. You know what isn't? The same tricky jump 26 times. 4-1: This level is just too long. Several levels in this pack suffer from this, and what sucks the most is that it's kinda the game's fault. The cape is inherently slow, and there's a lot of down time between two possible toggles of its state. Sorry, I just couldn't handle it. 5-2: By this point in the pack, I was really burned out, and I couldn't even get past the part of the level where it's still symmetrical. Honestly, that's the biggest problem with this pack: length. By the time you reach the temple, you're ready for it to be over, because even with unique parts, there's only so much you can do with the cape. And it's pretty clear that that's around where you started running out of ideas. The last two worlds are pretty unnecessary. Hell is especially worthy of being cut out because your idea of filling the content void is by wasting a player's time. In 5-1 and 5-3, the level has a confusing start that makes it seem like it was a poorly executed joke. No, it's not funny to try part of the level for a couple of minutes, only for it to be completely useless. Also, the TNT part of 3-2 is awful. It's so RNG heavy that you could be at the perfect spot for the shot and mess it up 1/3 times. Removing the worm blocks could help.
MyDearBuffalo: I love it