Well, it's really not that bad: mostly it's all about the immediacy of your actions. In the classic deadly roach/eye rooms, picking the wrong choice either kills you or puts you in zugzwang very obviously and quickly. Here, you only see that you made some kind of blunder after 29 moves, and it's not like most people are going to take the time to measure moves and figure out what they do and don't have time for. But of course it's going to be optional anyhow so this is moot, and I have other nits to pick.
1.
Click here to view the secret text
×The resurrected waterskipper text is rather hard to read. Did you intend to make the text on as dark a background as you did? Because I cannot read it like that, and had to double-click Beethro to figure out what the heck it was saying. (Secreted due to the whole resurrection/memory thing being an integral and very, very cool part of the plot I don't want to ruin) I realize now I may want to mention that my gamma setting is at 1.0.
2. IIRC the entrance text for the Tar Mother's Den is "
Entrance 9"
or some such hogwash. You probably already are aware of this problem and plan to fix it in postproduction, but just in case you aren't I figure it can't hurt to increase awareness.
3. Underneath the Island 2N, when I move northwest a platform near the top drops (which I'm sure is supposed to happen) and the game donks at me (which is probably not supposed to happen). I am running only 3.0.0, though; and it doesn't bother me a whole lot as long as TCB doesn't crash or go crazy on me. EDIT: Actually, now it seems like every time I undo in this room it donks at me. Odd.
[Last edited by BDR at 05-24-2007 04:31 AM]