Thanks for comments
CuriousShyRabbit wrote:
I've played and enjoyed some of this. It really needs a catchier title!
Ah yeah, I agree here. If only I could think of some good title. Well, at least current one is more original than "
anynamehere's dungeon"
.
Click here to view the secret text
×1N1W - Ran circles around the wisp for a while. The checkpoint locations are a nice hint. (And I think you should leave the hint there, because most players will be figuring out the trick for the first time.)
1N1E - This one sent me to the Monster Movement Clarification thread to verify that tar grows before mud no matter what the movement order of the mothers is. I liked this.
1N 1W ->
I'll add hints-giving NPC in next version.(EDIT: after rereading what you wrote: did you mean I should leave
checkpoints at their current locations(not that I was going to replace them anyway)? But oh well, I don't think hint giving NPC is going to be particulary harmful anyway, so I'll leave it in)
1N 1E ->
I wasn't sure about whether players will like it or not, so I'm glad you did.
I'm left looking at 3N1W and 3N, saying, "Do I have to?"
3N 1W isn't that bad. Seriously! All you have to do is
Click here to view the secret text
×1. Kill golem on one of checkpoints(except NE one - won't work there; I personally prefer killing it on NW checkpoint).
2. Lure one of guards from SW of the room near one that is stuck on orthosquare using golem corpse and your sword(depending on where you killed golem, it could be: to NW, to SW, or to SE of that guard).
3. Move around the guard-on-orthosquares until you're in good position to kill him; the other guard you lured near him should delay his ability to turn sword towards you for long enough.
4. Kill him!
I know that not many players will enjoy 3N, but I really don't want to throw it away. I spent too long on figuring out how to get the "
stab-briar-with-four-swords-at-the-same-time"
concept work.
EDIT: new version. 1N 1W has hint-giving NPC; other puzzle rooms(except entrance) now have NPCs, too. Hopefully they shouldn't distract from puzzles too much.
Also, I've changed 3N a bit. Now it has 3 mimics(with different sword directions) instead of 3 guards. The solution now should be more fun to implement. It's probably easier now, though.
[Last edited by mxvladi at 07-13-2011 08:48 PM]