shaf wrote:
Too much running around to get the ATK, possibly a hidden area with a Wooden sword to kill the Spawning Roaches in the Ormite area - Room 2S1W.
The entire point of First Level 2S1W in my opinion is that you're not supposed to spawn so many roach eggs that you would want to kill them - that's what the oremites are for, and also why this room gets sealed off before the player can go to level 2.
Fourth Level Room 1W - Cannot get into Northern room without Briar Sword.
You can get into 1N1W without the briar hacker - you just have to not let the briar destroy the orb near it, which means you have to solve the room by killing either 1 mud baby or 0 mud babies. The briar is a constraint on the puzzle solution.
Fifth Level - A lot of Broken walls that seem to have no purpose in the following rooms 2E, 1S2E, 1S1W.
Aesthetic purpose. You'll note that none of them are reachable, intentionally so. In addition, the change in background in 2E and 1S2E is supposed to represent a change in elevation since the insides of the walls are different.
Sixth Level - Room 1N2W once the room is finished can't go back since no way to Reopen Gate at 5,14. I was able to get the Pass keys but couldn't return to use then on Level 5. Need another Switch to open the gate.
This is an already voiced issue - you're supposed to get through the room without closing that door. The next released version will add another door at (15, 9) that also closes when that door closes, so that you're trapped in the room if you close that door, and makes it more obvious you've done something wrong with the puzzle.
Having the player find out they're trapped after completing an entire level because of something they did at the beginning of the level is too cruel a design decision for me to make, so I am definitely fixing this one.
There are some areas that look like they could be jumped if the hook allowed jumping 2 tiles instead of 1.
And there are some other areas that could be jumped if the hook allowed jumping 4 tiles instead of 1 or 2.
The 1-tile restriction is part of the pre-defined accessory, and I'm using this accessory to tell the player, "
this grappling hook is exactly the same as the grappling hook in Tendry's Tale, and any other default grappling hooks you find in any other holds"
. That means 1-square jumping.
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I'm not trying to be confrontational here, but I am trying to tell you the reasoning behind some of the design decisions that are pointed out here.
Unfortunately it's way too late in the game to change level 1 since any change there would have an impact on all subsequent levels, and the level was considered well-balanced by several testers when it was constructed.
If you have any other comments regarding the hold, its difficulty curve or its layout, I'd be glad to hear them.
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Obviously, due to the fact that I am in college, development is proceeding slower on Fetch the Pie. I am still working on the hold, though. The next update isn't going to finish the hold, but rather get us to the beginning of the final level - that way, you guys still get a new update with new content without having to wait for me to actually finish the hold. I don't know when the next update will be, but don't expect it soon... probably early November at the earliest. But it's better than waiting until Christmas for the hold to be finished.
Please feel free to give me more commentary, everyone. If someone tells me something needs fixing and I agree (which is a far lower threshold than I may have portrayed here), I will get around to fixing it. I want this to be a really good hold, to somewhat justify the amount of time I've spent working on it.
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[Last edited by Chaco at 10-02-2010 06:50 PM]