H-Hey! Congratulations winner peoples'z!
Level 3 1S was great and there was practically nothing I didn't love about it. Even the aesthetics! (thats realy important for me)
Couldn't tell if it was too easy or not by forum standards so I gave it a 9. (Not a fan of difficulty myself, so it would have been a 10 otherwise.)
Definitely worthy of 1st place. Good job Doom!
Haphazard Choice 1E was actualy my favorite entry, gave it a 10, 'nuff said.
Level 3 1N felt like it was on the harder side. Other than that, I felt the same way about it as I did with
1S. (I can't recall whether I gave it an 8 or 9.)
It was a great contest, realy enjoyed it despite the fact it revolved around puzzles. We got some realy interesting rolls, even more interesting results and ended up with a weirdly interesting hold. So thanks goes to Nuntar for that!
Rolls 'n Stuff
1) Unused
Click here to view the secret text
×
Do not use: Lightpost (Nope! Can't have that... I need my lightposts.)
Do not use: Roach Egg
Make this interaction the main focus of the room: Rattlesnake uses snake movement.
Force player to avoid this interaction: Tar prevents Platform on Water from moving. (X)
Include this interaction in the room: Every 10 turns, Floor Spikes stab.
Include this interaction in the room: Staff cannot cut Tar. (Y)
X+Y = Not gona do it...
2) HAPHAZARD CHOICE / 2N
Click here to view the secret text
×
Do not use: Disarm Token
Use: Seep
Use: Water Skipper
Include this concept: Multiple-stabbing tarstuff
Force player to avoid this interaction: Briar can be blocked by Broken Wall.
This seemed easy enough. Just wanted an unusual partner for the tarstuff stabing.
3) Unused
Click here to view the secret text
×
Make this interaction the main focus of the room: Mud cannot grow onto Rock Golem.
Force player to avoid this interaction: Clone cannot be placed on Mirror.
Include this interaction in the room: Brained monsters do not consider Rattlesnake's head an obstacle.
Mud can't realy grow on any monster(including its babies) but why not, Clone on Mir... and Rattlers getting in the way of all the smarts.
Yeah, screw this...
4) HAPHAZARD CHOICE / 1W
Click here to view the secret text
×
Make this interaction the main focus of the room: Every 10 turns, Water Skipper Nest spawns Water Skipper.
Force player to avoid this interaction: Engineer builds Water.
Force player to avoid this interaction: Red Door opens when all Trapdoors are removed.
Include this interaction in the room: Evil Eye and Rock Giant activate On-off Pressure Plates simultaneously.
Prevent Engie from building and focus on things that spawn every 10 turns... That ALMOST screams fun... Oh why not!
Side note:
The entrance was modified at some point to allow retrieval of the sword for clean up purposes, but was restored later due to breaking
the whole flippin room. But being the [insert insult here] I am, managed to submit the wrong version and/or export of the room.
(thats what I get for having 4 exports on my desktop and refusing to sleep I guess)
At least my mistake spared people what, like 3.5K moves?
5) Was considered as a 3rd room, but unused in the end
Click here to view the secret text
×
Make this interaction the main focus of the room: Guard can attack across a diagonal Gentryii chain.
Force player to avoid this interaction: Pit slows Briar growth.
Force player to avoid this interaction: Water Skipper Nest can move over Water.
People with weapons, Pits and Briars and also Skippers. This sounds familiar... and also 4 D LOVE of GOD! Skippers AGAIN?!! It's as if "The Random Number God Hates Me"
But I guess it could be the theme for the rooms.
-Say Chaco! Would you happen to have a demo of your proper completion of HAPHAZARD CHOICE / 1W? I'm kinda interested after readind your commentary on the entries.
____________________________
..and remember kids, don't fear war! In nuclear winter, everyday's a christmas!