Tuesday, September 21, 2010

[Review] Moonshine Temple by Daimon and AleMagno

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Collaboration projects are a rare event within the community, but they do occasionally happen. Without a proper co-op design mode or the ability to share drafts, it tends to be a somewhat difficult feat to accomplish. Some users have worked out their own systems to bypass these obstacles and work together to create a masterpiece. AleMagno and Daimon are two such designers.

If you’d been around the forums long enough, you’ll recognize the names of these two designers. Daimon has been with the community for awhile, known for his breakthroughs with new concepts. He took an impressive victory in Gravity10 with his award-winning level Frost, and helps to design the first spherical-shaped structures in design mode. AleMagno is an actual employee of Minor Studios, and by far the most active DEV in the community. While most of the Minor Studios staff make rare appearances, it’s hard to find a day where AleMagno hasn’t been hard at work helping the community in one way or another. He may be hired to do it, but he seems to genuinely enjoy his job.

Interaction between DEVs and regular users is a rare event in itself. So it’s no surprise that the community was shocked to learn that AleMagno and Daimon were forming an alliance in Design Mode. As it turned out, this dynamic duo made perfect matches for one another. The result of their hard work is Moonshine Temple.

Right off the bat, Moonshine Temple proves itself to be a level designed with great care. The structure of the level itself is built to be very natural looking, which means that there’s very little symmetry involves, and plenty of plants overrun the area. As you progress through the level, you begin to see more and more signs of life. Grass gives away to stone structures and spike traps, only to reach a happy medium later on. You truly get a feel for the run-down, ancient place the Moonlight Temple is supposed to be.

In terms of gameplay, Moonshine Temple is excellent. This level has a lower jump level, so you’ll find it somewhat difficult to find jumps that you can manage, especially when reaching higher ledges. Several obstacles you will encounter take advantage of this, forcing you to take it slowly and time your maneuvers perfectly. The first boss you meet is a nice change of pace from the usual combat bosses most levels use, causing you to manipulate the AI into the perfect position to be killed. Interesting challenges like that really made this level fun.

Moonshine Temple also had some of the coolest uses of triggers I’ve seen from a level these days. Upon killing the first boss, you actually receive a message saying its dead and that you can move on. When collecting a key, a spike trap appears behind you. My personal favorite use of triggers in this level was near the end, when the finish flag is within your reach. Just as you move to climb the ladder to it, a hand pushes you back to the ledge below where a Muka Boss is now waiting. In addition, there are also bombs and health packs waiting to be used. Daimon and AleMagno definitely get credit for their use of triggers.

If your computer is lower-end, I would recommend that you lower your graphics. This level has a lot going on at once, and will most likely cause some lag. Also, it’s recommended that you give yourself plenty of time to complete this level. While it’s fairly straightforward if you know what you’re doing, it could take you a decent amount of time (20 minutes?) to complete. Be sure to keep an eye out for extra treasure as you go, as it’s hidden everywhere!

All in all, Moonshine Temple is an incredible collaboration project between a standard user and a staff member. As unlikely as their connection seemed to most people to begin with, there’s not a doubt in my mind that these two are a force to fear (in a good way, of course). My hat goes off to both of you. Does the final info sticker after you kill the boss hint at a sequel…?

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