I'm going to be a bit biased here since this level personally inspired me to explore the editor more, but I hope this level also inspired others. The way Renn241 uses very basic objects here shifted the way I create, since I used to prefer using very complicated assets that would overall be a hit or miss. The Long Walk Home taught me how effective animated objects can be to make cool effects very simply, and way Renn combines these shows a level of creativity that may not be so evident on the surface. Building with basic blocks such as animated blocks is fairly similar to using puzzle pieces to create a larger puzzle, but I would say the influence this level had on me overall made me think less of the larger picture. There are many ways to create a level, but the two I've had to decide between are: having a very detailed plan and trying to build to it only to get disappointed, or to build the level as I go by finding out which object combinations look the coolest making me overall more motivated when I accidentally strike gold.
The Long Walk Home isn't incredible when compared to most levels, but the consistency of its quality over the long length is something that makes it stand out. By studying how Renn does this with limited objects, I believe newer creators can evolve the way they create in order to reach a better mindset. There isn't a right way to create, but experimenting periodically to find what works for you is important.
I think that the gameplay of the level overall is well made since mostly everything is sightreadable, but I can't say this level is that fun. Very chill level despite the nerves it will give you.
I can handle 10 minute long levels... but this level is incredibly slow. It's so easy to get bored of it due to the incredibly easy gameplay, and it gets incredibly frustrating when you die somewhere far.
At least it looks nice...
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sorry about this gang