Hi OneMoreNameless, thanks for playing through. I was not far off submitting actually! In response to some of your specific comments:
OneMoreNameless wrote:
Aesthetic design is smooth, if a touch generic (not that there's anything wrong with that).
That's actually the kind of feel I was going for - 'classic' style, easy on the eyes and 'less is more'.
The repeated adder manipulation in Sugar 1W was kind of a pain, though.
You're not the first to mention this. Would it be better if you only had to lure the rattlesnake once onto the hot-tiles?
Sugar 1E just seemed like hacking away without care.
As I said before, this room is just meant to introduce the theme of the level as a kind of warm up (and it also leads to the secret area).
Lemons 2N1E was dull once you're aware of clone-switching.
I'm guessing you solved this by placing the clone near the top of the room and switching back and forth? The intended solution is to use the inactive clone as a wall, which is perhaps less tedious?
Manually backtracking to collect the ingredients was rather annoying; you already have a master wall, this script was pretty redundant. (Also insert standard jab at tedious wall scanning here.)
I'm not sure what you mean here. Are you referring to the fact that there is a master wall and a scripted yellow door in the Bakery 1E?
Also, I actually somewhat disagree with looking for secret rooms being annoying. I suppose in a large 25 level hold it could become irritating, but since there's only five levels here I wouldn't have thought it would be that bad. However, I'd be willing to make the secret passages a bit more obvious.
Darn it, now you've got me vaguely inspired to try designing a hold less messy than most of my last attempt turned out.
Heh, sorry about that!
[Last edited by Kwerulous at 04-27-2013 12:26 PM]