One of the standout levels from the end of 2.1. Boxing Boxes stands out in my mind primarily for its use of game design principles in its level design. It is still one of the only levels I know that excels at making gameplay that would normally be confusing and frustrating and turns it into something that is predictable and visually clear.
This level introduces gimmicks, something I'm not usually a fan of, in such an intuitive way and it builds on them throughout the level. The first gimmick you come across is the giant square that alternates between slamming the ground and the ceiling. You are introduced to these blocks by observing how they work in the first ship part, and then transitioning into a ball challenge where you have to puzzle your way around using your knowledge of how these blocks work. Unlike moving obstacles in most levels, these blocks move in such a predictable pattern that you can always rely on for the entire runtime of the level. On top of that, they are instantly recognizable with their visually distinct white design and arrow that indicates where the block will move next. This communicates to the player exactly what this object will do, something that almost every video game should be able to do when introducing a new mechanic.
After that, the player is introduced to these spring pads which launch you in the air. Once again, they are represented with a visually distinct design, this time being light blue. You are first shoved into one to demonstrate how the trajectory works, and then you are given a couple more to play with. After a couple of these, you are confronted with a pad that has a spike ceiling directly overhead. This interaction feels quite similar to the part from Back on Track with the jump pads and the spike ceiling. Since the player has almost certainly played Back on Track before, they are intuitively able to avoid this obstacle, or at least recognize it as an introduction to the fact that you can jump over these pads. This is genius level design where the creator is pulling from the player's knowledge of how the game works to make their otherwise confusing level more intuitive and fair which just tickles my brain the right way.
After this, the two mechanics are combined to make just the right amount of chaos. There are a couple more things this level does to spice things up such as the green floating platforms and the ability to fly in the middle of a moving white box, but this review is already getting too long. To wrap things up though, even after all the chaos, this level stands being incredibly fun to pull off. The gameplay is so intuitive despite the amount of moving stuff on the screen and I love it.
(Completed in 7/30/25)
This level is super dope. I'm quite sure it was one of the levels that gave me some inspiration for the creation of my level, Cool Friends (and how much I failed miserably making that level lol). It's a fun learning process, it has a fun vibe with how things in the level sync to the beat, and it never felt off to play with how funny yet simple and easy to understand the gimmicky gameplay was. My one small complaint is that the parts starting at 56% were a little hard to see anything in, but those parts still play in an enjoyable way and it wasn't too severe a problem for it to hold the level down. I just really enjoyed this one and how charming the theming is. It's a good use of learning memory and understanding gameplay gimmicks.
Total Attempts: 53
really fun gimmick level! the level revolves around moving blocks on specific cycles, ranging from boxes that just switch from one side of the screen to the other or platforms that flick the player upward. i love how the player is slowly introduced to the gimmicks and the last section including all of them is really satisfying to pull off, as well as the level just being really fun in general. also love the factory aesthetic of the level, even though some parts don't match it too well
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sorry about this gang