So, I've shown off two levels already, let's show off a little more - I think every other day I'll be posting a couple screenshots, just for the heck of it.
I've quit giving levels numbers, for a couple reasons. First, I'm going to have to re-order them all anyways. "Rocket, Rocket!", for instance, is incredibly, hard, fast action sort of thing - it definitely isn't level #2! And, some of the levels won't make the cut - in my dev folder I've got a couple of them that are currently labeled with "EXP" after the name. They're experimental levels that may or may not end up making the cut, after I tweak them some more.
Now, about these two levels.
First, "The Grinder I" keeps with one of the traditions from the original Jumpman games: having themed levels, like Robots I - III, where each followed a similar theme, but, the specifics for the level was different. The Grinder levels are all about "crowd control" for the Alienator bullets - if you're not careful, you'll end up with A LOT of them on screen!
The second is "The Long Fall". Something the original Jumpman engine couldn't effectively do was levels bigger than the screen. It's not going to be a common thing in Jumpman Forever, but, from time to time I'll make use of that fact to shake things up a bit :-) I've got a couple level ideas that should make really effective use of that fact - "The Long Fall" ends up leaving the player in a vulnerable spot with the Alienator Bullets because of the long amount of time on the ropes, so jumping skills with are a must on this one.