Hold is published: go here to play!
I know I know, I have lots of incomplete things and just too much in Architecture in general, but I wasn't really expecting to upload this here at all. This is an about 1-level hold built in a very short period for the Ultimate Hold contest, which didn't actually happen because this was the only entry, so I'm looking at just making it a regular hold submission.
I want to have a relatively short test cycle on this: I think I've ironed out all the major bugs and such already, and it's pretty short, so I'd just like two or three other people to play through it and maybe poke a couple of things for me.
What is this hold?:
This hold consists of the "
Final Bastion"
main level, with 7 serious puzzles based on mixups of the concepts used for my entry to the Standard Edition contest, one joke room, 2 simple puzzles required for navigation, and a bunch of cutscenes and decorations; and the "
Distorted Spacetime"
level, which is a small experiment with a prototype version of a weird custom element, featuring a few of what might be generously called puzzles but are actually pretty trivial if you understand how said element works. Since it was supposed to be the "
ultimate"
level its "
story"
is written as if a bunch of other events happened prior, but it shouldn't be too hard to follow since I didn't even have time myself to think out in detail what those earlier events would have been.
This hold is 100% "
content-complete"
; I have nothing I want to add to this, I just want it out there where people can see it. But I would be shirking my duties to ask for it to be promoted before at least a little testing.
Things to look out for:
-No cutscene should under any conditions kill the player (obviously).
-It shouldn't be possible to clear more than 5 of the main puzzle rooms without triggering the second cutscene in the Entrance before the sixth. (The scene triggers when the player has cleared 4 rooms or more, but the way the level navigates makes it possible to have cleared 5; you shouldn't be able to clear 6 rooms or more before seeing the scene).
-It shouldn't be possible to "
escape"
The Entrance in any way after walking into the room with a clean level. (The "
semi-cutscene"
that occurs under those conditions eventually sends the player to the other level).
-Any outstanding typos or grammar errors in the cutscenes, or if there's something in them you don't like and think could be improved.
-Any trivial-seeming solutions to the main puzzle rooms of Final Bastion, other than 1S1E.
-Any obviously buggy behavior in Distorted Spacetime, but remember that the
intended behavior there looks strange.
-If you notice a really interesting way to solve a room, I guess I could add a challenge for it?
Things I don't want to do to this hold:
-Add any more puzzles (including making a "
real"
puzzle for 1S1E)
-Make sweeping changes to a puzzle that's working as intended
-Take out or replace a puzzle, if I can help it
I appreciate any and all help you're willing to give me. In the final final version of the hold I'll add a credits scroll probably in the entrance of Final Bastion with the names of everyone who helped out.
____________________________
109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 10-29-2016 03:57 PM]