As a sicko whose main criticism of Celeste was that there were not enough levels for me waste time retrying over and over I’ve been having a great time with Strawberry Jam.
https://gamebanana.com/mods/424541
It’s essentially a giant Celeste mod that features 100+ maps split across five difficulty “lobbies”: beginner, intermediate, advanced, expert, and grandmaster. The mod is a giant collaboration between 350+ people and it features custom art, music, levels, mechanics, everything!
Since so many people are involved, each level feels pretty fresh – they have disparate art styles, level design tropes, layouts, mechanical ideas, etc. Each level tends to explore a unique facet of Celeste, whether it be a deep dive on a vanilla Celeste mechanic, a gimmick (e.g. doing a level blindfolded with text intructions), puzzles (stopping time, moving blocks), or an entirely new modded mechanic.
It feels a bit like Mario Maker or Dreams but without all the low-effort submissions! I’ve played through the beginner and part of the intermediate levels and the worst levels I’ve come across are “interesting, but flawed”. Some levels can feel a bit like a romhack – a little obtuse and it can take a while to figure out what’s being asked of you (I would not be surprised if there was some overlap between people working on this mod and SMW romhacks). But it is still very satisfying when you finally figure it out!
I also think some levels are visually dense or don’t do a good job making hazards and platforms visually distinct enough. This is ultimately a minor complaint because I wasn’t going to one-shot most of these levels anyway, and the first time you hit the spike, well, you know it’s there now. All levels have those binocular things that let you pan around a room, so you could scout it out thoroughly if you really wanted to.
In terms of difficulty: within each lobby levels are marked green, yellow, or red. Green beginner are about end game Summit difficulty, but red beginner levels can approach B or even C-side difficulty. By the time you get to the intermediate lobby you’re at late DLC difficulty, so I assume harder lobbies blast past that and enter SMW kaizo romhack territory (which is fine be me!) Unlike Mario Maker or some SMW romhacks, I’ve found the checkpoint placement to be very generous and fair so far.
One thing I appreciated being a little rusty at Celeste: the mod features a “gym” in each lobby that teaches all needed Celeste mechanics in-depth with examples and practice areas. Frame timings, hitboxes, like 5 different types of dashes – all explained with relative clarity!
Once you beat all the levels in a lobby you’re treated to a Summit-style level that takes the mechanics and themes of all the levels you played in that lobby and strings them together for a final challenge. I was not expecting this at all and it’s quite neat and a good recap of everything you went through.
If you’re cool with tricky platforming and want an excuse to play more Celeste, I would recommend giving this pack a try! It’s not perfect, but the average quality is pretty high and there’s A LOT of it. I’ve put about 10 hours into it and I’m not halfway through intermediate yet, so I’m pretty confident there’s more Celeste here than I’ll even want!