#218: Worlds Easiest Game - muffin - PW3MAP_p5dbEI

A recreation of The World's Hardest Game, a top-down game where you dodge hazards and collect coins. Everybody Edits doesn't have moving hazards, making this the Worlds Easiest Game with no obstacles. You could also call it the Games Easiest World.
The gameplay is very basic—just collect coins to get through. Some rooms don't even have coins to collect. It gets bit repetitive with around thirty rooms, though they are quick to get through. The hardest part is getting the last three optional coins in the end room which requires a bit of fiddling with boost arrows.
I like the visuals of the light checkerboard. However, the world doesn't use the space very well, leading to the rooms being very close together while there's a bunch of unused blue space on the bottom and right sides. The win room uses the crowns to make an unpleasant brown on red design on the minimap.
The idea is a bit novel, but it doesn't make for a really interesting world.
The world ID has "MAP" in it.
tags: coin hunt, game recreation, no gravity
difficulty: 1/5
fun: 2/5
presentation: 2/5
win: 127.22s
coins: 99/99
crown: get
#219: Small Stairs v2 - jojohihi - PW5w6dq7hYa0I

A sign welcomes you to the "oldest unchanged world in EE", being from 2012 (aside from the sign itself). More specifically, the description says late 2012 or early 2013. Even if you ignore empty worlds, with over 72,000 saved worlds created in 2012's first half, over 146,000 from 2011 and over 6,000 worlds from 2010, I am inclined to say that no, this is definitely not the oldest. Probably thousands of those have probably been untouched since 2011, and probably a few from 2010. I also met the creator of the world, whose name in PixelWalker I forgot. To be fair, the world was created in January 2, 2011 which is very old, putting it in the earliest 9000 (under 0.1%) saved worlds in ArchivEE. That's more elusive than being untouched since 2012 IMO, but the world creator might not have realized the age of the world since it's not really clear in-game.
Anyways, the actual world is small stairs. I respect the world for making it small and not wasting too much of my time. The first staircase has coin spam, and it's impossible to get through the last section if you miss any. It makes me wonder why the coin door wasn't placed in the section with all the coins.
You can spam the keys, and the end reward being crown and keys shows that this is intentional. There are some key gates, which I assume are meant to stop players from jumping up while the keys are triggered, but some of them act as platforms to help players jump up. Unfortunately the entire world cannot be completed this way, which could be a fun twist on the stairs formula.
tags: allows key spam, coin skip softlock, stairs
difficulty: 1/5
fun: 1/5
presentation: 1/5
coins: 64/64
crown: under 40s
#220: Rapunzel - mihb - PWs-2FNebMa0I

Also made by Mega Lamb (Xenonetix). This world is based off the German fairy tale of "Rapunzel", but you probably knew that. After climbing Rapunzel's outrageously long hair, you travel through various rooms of the castle until you reach the treasure room at the top.
The artwork gives a lot of color and life to the house. However, it does look a bit off the more you look at it. The way certain blocks are mixed, like the Factory boxes and bloody Halloween blocks feel out of place you just look at the in-game screen. The rooms are inconsistent in scaling, especially the basement which is around double in scale. The floors are misaligned in the top half, which is usually not how buildings are built. It feels like the shape of the castle was decided before having the rooms make sense. As the level is a side view of the grasslands, the mountains look a bit too tall and prominent for the environment. The sun also looks like it was rushed. The scenery on the left side looks nice.
The minigames seem rather varied in size and shape and fairly original. A lot of them rely on gravity arrows serving as barriers, or covering the floor with up arrows, and I would have preferred a bit more space to run and jump. The only mini I actively disliked is in the second-last room (not including the win room), which is a mess to control having arrow walls combined with an arrow elevator.
Once you get 26 out of 50 coins—the maximum before the final room, which has 24, you get access to portals taking you to the top of the Rapunzel text. From there, you can do two tricky jumps to get the last two blue coins, which is pretty fun.
This is a quality world, the kind I'd expect to see in a campaign. The minis are well varied, if rather arrow-reliant, and most of the artwork is good. If I seem critical, that's because there's more to criticize in a quality level. It would be a waste to go this in-depth for criticism of a stairs level.
I was tempted to rate this 2/5 in difficulty, but I gave it 3/5 because some parts are tricky and John PixelWalker could not complete it.
tags: adventure, castle, fairy tale, fantasy, interior, minis, outdoors, sky, tower
difficulty: 3/5
fun: 4/5
presentation: 4/5
win: 668.44s
coins: 50/50
bcoins: 5/5
crown: get
#221: Oddus~ - unau - PWmhgPPgWFcEI

One of EE's finest worlds. This should have way more than 818 plays. Everybody who commented on this world after joining it in PixelWalker seemed to enjoy it.
The main mechanic is respawning at checkpoints. The gameplay stays strong, and keeps defying my expectation by using the checkpoints in different contexts, and revisiting the same areas with new awareness and context. All without the traditional progress gating methods like coins or one-use switches. Another cool thing is the bosses, which are brief but require a lot of precise inputs to reach the checkpoints. The fourth section uses a boss in a creative way that I won't spoil. There's even an extra mode once you complete the level, but I'll leave it up to players if they want to find out what it is.
The visuals look nice and clean, both in-game and on the minimap. I feel some levels try a bit too hard to make the foreground and background blend together, but this is not one of those worlds. The background and clear and black as night, giving you a nice silhouette of the level, which reminds me of older levels from before backgrounds. There's nothing wrong with using lots of backgrounds, but I appreciate this approach. Each level has distinct colors an shapes.
According to TURTLECAT1, the last section is unfortunately impossible in PixelWalker due to the reduced lava timer. I quit the level partway through the fourth section because of this, but maybe I will complete it another day once I can put it in the leaderboard.
This level is excellently designed. I strongly recommend trying it out.
tags: adventure, checkpoint puzzle, fantasy, metroidvania, puzzle,
difficulty: 4/5
fun: 5/5
presentation: 5/5
other: not fully explored
#222: ANDREJQ world - andrejq - PW-1PwOeiKbUI
ANDREJQ... That username seemed familiar, and reminded me of my Kongregate days back in 2012. Well, the world owner is registered on Facebook, and it turns out I was thinking of AndreiTan2000. No nostalgia rushes this week.
It might be hard to recognise at first, but this is a variant of the MrShoe home world. The big island is bulkier, there's more grass on the right, and there's an oddly shaped house. There are two coins inside, but you need god mode to reach the keys to open the doors. I like how colorful and weirdly shaped the house is.
tags: home world variant, outdoors, social
coins: 0/2
#223: Animals Only - lunathevampirewolf - PW-1QXazBpcUI
The description is "Please Join I'm Lonely". I doubt it'll help your loneliness playing it in 2025, and I might not quite be an animal, but I'll join anyway.
At the spawn, there's a vine taking you to a green structure with cloud blocks next to them. I don't know what it represents.
Past a 0 global switch door, which needs god mode to be reached, you can go up and reach a blue building of sort with cloud blocks. Based on the world name, owner name, and world contents, I'm guessing this is meant to be an animal role-play level, with the clouds representing pillows or something.
tags: blocked off, roleplay