Quote fromNow THAT is odd. I don't know how to help you from there, honestly. You're logged in, right? If you are, then I really have no idea what it is. You'd probably be better off looking for notch in the IRC.
You can't save single player levels if you aren't premium.
Quote fromPretty nifty level, but I personally felt that while the enviroment was certainly exhilarating and all, it seems all too linear. It's an awful lot like mario, but watered down in a sense. It's harder to get into heavy encounters with monsters, considering the height of everything, which I was personally hoping to get involved in, whereas a faulty jump is a faulty jump, but it's not really... Survival, just mario with a goomba or two here and there, and a mass of pits all around with just a few tricky jumps, and the only way is forward.
Not that it's a bad thing, of course, it's nice to have a slight sense of direction, but there seems to be no sense of freedom about it. You can't stray off the path and hope to maybe find a hidden little alcove filled with mushrooms to help out a bit, or maybe be faced with the choice of picking a part of the mountain first. Maybe I'm more of a fan of the metroid - type of adventure, and that's just me, but it could help to be just a tad less linear. I got pretty hopeful when I got out of the water-vator back onto ground level, but even there, the straight unwavering path still existed. Freedom of exploring an awesome enviroment is just kinda what blows my skirt up, personally.
It seemed extremely tedious with the jumps - every key was pretty much located at the peak of one of those smaller mountains, and it almost seemed as if it was just repeated, over and over.
The story could use some touching up as well. Sure, the elder went off over there, but who was there before that? No history? No idea or any possible explanation for all of the doors with keys planted high up there? Who even bothered with that? I'm normally not a stickler for that, but I'm a writer of sorts - it just nags at me when there just seem to be so many holes...
And lastly, there was just too much instant-death involved. I'm sorry, but what's the point of healing items if you die instantly in these places, anyways? It's pretty unforgiving, so if you fall, tough s*@!, start over and try that same jump about 10 more times until you get it. It's very real, yeah, but it's just too real to where it makes your teeth hurt, having to reload over and over because one silly jump keeps thwarting you... The jumps SHOULD be hard though, most of it seems like repetition to me, but there should be at least a small bit of forgiveness should you screw a jump up, you should at least be able to heal yourself, get yourself back up, and try again. Heck, it almost seems like omen was turned on, you threw some bricks in appropriate places, and simply went with it. But I'm rambling now.
But on the good note, the enviroment was something else. I haven't really seen a legitimate mountainous survival level ever, so that would be a first. The concept was intriguing at first, but died out as I went along (Too linear and repetitive.) The accuracy of everything was pretty top-notch, almost seeming realistic in the sense that those were very real mountains, and that was a good job on your part.
Unfortunately, I don't really have any other good things to say, personally. It's slick, but it's still got alot of holes in the patchwork. Just keep at it, and I'm certain it'll become alot better.