My best level! And luckily, other people seem to agree with me on this one. I absolutely love how this came out, and it solidified the idea in my mind that any level I make should have a "message" propelling it. This message can change while you're building the level, like it did with beachcombing, and that's perfectly fine. For this level in particular, I'd like to point out that the default white outlines "represent" white sand. Alongside all the junk hidden beneath the surface and sticking out of it at parts, this is not a pristine yellow coastline for tourists to sunbathe on, like you'd see in Calypso Blitz. It's messy, dirty, even hazardous. Alongside that, the "sun" is a gear object—I honestly can't even explain why this is so great, but I think anyone who plays the level can agree that it's way better than a basic glowing orb. I like to think that the sun is somehow distorting your perceptions, eventually leading to the ship part at the very end, where the objects you saw buried in the sand earlier now float placidly over the water. There's also a subtle shift in perspective at the ship portal: throughout the whole level, the way the outlines are placed suggests that the "camera" is located over the water, looking at the player walking parallel to the coastline; however, right at the ship portal, the player flies off a cliff, as if they had been walking towards the sea the whole time. I love this level, and I'm glad others love it as well.
Also, notice how I didn't turn off the glow on the outlines? That's because the glow looks better. Don't believe the mainstream media!
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sorry about this gang