Under permanent construction...
This is a partly completed project by Lady Molyb, who intends to create a completely original Kid Chameleon game. The goal is to provide a different experience than any other romhack by embracing both aspects of the original game which made it unique as well as level designs that have my own unique flair.
There is a much greater focus on both puzzles and precise platforming. Instead of a boss, the first five stages will end with an Elsewhere-sized puzzle that takes about 2 minutes to complete. Most of these revolve around a gimmick involving certain aspects of the game's physics or enemies. Additionally, puzzle-based levels and "Dreamlands" (reflavored Elsewheres) can be found scattered across the game. There are also a lot of challenging and demanding platforming levels, just like in the original Kid Chameleon, although a few of them will also involve solving puzzles.
Stage 1: 14 levels + 6 Dreamland levels
Stage 2: ? levels + ? Dreamland levels
Stage 3: ? levels + ? Dreamland levels
Stage 4: ? levels + ? Dreamland levels
Completed levels: All of stage 1 except Dreamland 6
Changes[]
Kid Chameleon Zero will contain ??? levels that are completely different than the original game. As many as 65 have been released before, but over time I have scrapped almost every single one of those to start over. Virtually every level is made from scratch, complete with individual block placing. Besides that, the following changes are/will be notable:
- Disassembly is used to make a lot of unusual changes. This includes new platform types, more than 106 levels, a high number of alternative palettes, and small changes to the player experience to try and recapture the exploratory feeling of the original game.
- Some default values and behaviors are tweaked. Some examples are maniaxe's axes activating shooter blocks, which is a minor interaction mostly motivated by puzzle levels, and dragons no longer walking off cliffs. I don't currently know how many of these changes will end up existing and it all depends on how much I'm able to do in disassembly.
- A difficulty curve where each stage generally has harder levels than the previous one. The hack was originally going to be 6 stages, but I found that this was unnecessary as some of the stages ended up being similar. Instead, the stages will generally get larger as they progress.
- An increase in murder wall levels, from 3 to 10+. Some of these are gimmick levels where the murder wall is used for some purpose other than merely chasing you. The murder wall is also generally slower than in the original game, but the levels are still tough.
- Level types that were not explored enough in the original game, such as the time crunch found in Forbidden Tombs, the maze-like structure briefly explored in Madmaze mountain, and puzzles. A lot of levels are also built around an unexplored gimmick. This is particularly true for Dreamland levels.
- If you played the 2-stage version that was released on Kid Chameleon's 25th anniversary, it's completely different than that now due to personal dissatisfaction with the level design. All levels are being meticulously rebuilt from scratch.
Template[]
(Thanks to haagnus for the template)