I've put another small update on the first post; this post mentions what the changes are alongside responding to comments...
Second Floor--
2E: I've made the suggested changes to the conquer token island (shape-wise and token-wise). I also put in some simple tunnels to go from the south entrance to the west entrance, just in case the player wants to.
What's funny is I first came up with the idea in a larger space, didn't like it (it was way too easy), and just tried decreasing the space the player had to move the platforms in and this version popped out.
1S2E: The room is supposed to cycle between places where one of the three traps is the "
hazard"
and one of the others is "
safety"
: Spikes/Hot tiles, Firetraps/spikes, Hot tiles/spikes (because there's no non-boring way to make firetraps a "
safe"
tile). When testing this for myself, I tended to think of the orb part of the second section as "
training"
and the part to the west of that where you need to stab two eyes as "
the real puzzle"
of the section, as it is tougher to time that one correctly (and I was basically using trial and error, never really thought about it as deeply as what numbers the cycles represented). But if it is too tedious I guess I can either remove it or figure out some way to make it more compelling? I'm marking it as "
needs thought"
for now.
As far as the eyes on their own platforms go, would it help if I used some special lighting to hint at where you need to look out for eyes and deal with them? I don't mind going the disabled arrows route too, but there would still be a little bit the player would have to redo on messing it up just for me to guarantee the player isn't already past said arrows.
2S2E: I changed the entry to the "
puzzle area"
of this room, it broke your exploit demo and should break any exploit of its kind, hopefully. The eye was kind of out of place thematically in this room anyhow. And all without putting an arrow on the dagger token, too! I verified that the bit of space lost to the player doesn't make the room or its challenge impossible.
2S1E: My first instinct is to say "
you're solving it wrong, my demos don't even break 400."
I'm really not even sure what same thing you're doing twice. But I understand it's still a flaw of the room if a dumb, slow solution still solves it...
I think if I can devise a way to shield a single 2x2 of (well, initially) tar on each side of the room from the briars it should make that tedious solution impossible and necessitate what I actually have in mind here..probably something with corner pits. Marking this to be changed in some way, at any rate.
2S: To be honest I pretty consistently needed the extra one as I'd end up in situations with a golem right up on me and no way to get away from it and/or the adder ate one before I could do anything about it. Just to be sure, you found absolutely no way whatsoever to enter the room and not have a stick, nor to go to the post-bridge section of the room while still holding a stick. Right?
Also, it's not in the just-uploaded change but I am going to move the disabled force arrows that get toggled so there isn't one directly on top of the token. I know you didn't complain about it in this room specifically but I saw a way to do it and thought "
might as well"
.
2S1W: I had guessed you'd have trouble with a different room, but I can see this one as well. I'm tempted to say "
it's easier than it looks"
even though I don't know exactly how hard it looks to you.
The main point of this room is killing nests quickly at first and then taking advantage of the way brained skippers chase you around when they can't reach you (when on the pit platforms) and of the fact that rafts block their movement off. My average demo length is ~750 moves, I don't know if that's unreasonable or not.
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[Last edited by Xindaris at 01-20-2016 06:34 PM]