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Caravel Forum : DROD Boards : Architecture : Escort Mission (Everyone's favourite cliche, now in DROD!)
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hyperme
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File: Escort Mission.hold (5.8 KB)
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License: Public Domain
icon Escort Mission (+1)  
Do you ever think "Golly, killing monsters is great, but sometimes it would be cool to keep them alive for a while"? Well good news, this hold is for you! And other players as well.

Escort Mission is hold about keep monsters alive, so that you can eventually use them to activate a widget.

Currently there is one level and four puzzle rooms. (for some definition of the word puzzle) The overall architectural goal is three to four levels, and probably not many more than 20 rooms

Please leave feedback if you have played, and have feedback.

Those version histories:

Click here to view the secret text


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[Last edited by hyperme at 11-06-2018 05:26 PM]
08-06-2018 at 07:56 PM
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larrymurk
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icon Re: Escort Mission (0)  
I took a quick look.
I like the theme.
1E-
The 1st 2 sections didn't follow the theme. They were fine, but just seemed out of place.
1W-
I enjoyed keeping roachie alive while destroying the tarstuff.
1N-
1st section was fun getting the giant to the water.
Moving the giant through the water using platforms looked like more than I cared to try right now.
The 3rd section looked fine.
1S-
I played around a little pushing the guard around stabbing things but gave up for now.

Seems like fun stuff so far.
08-07-2018 at 04:52 PM
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komachi
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File: Escort Mission.demo (7.2 KB)
Downloaded 1 times.
License: Public Domain
icon Re: Escort Mission (+1)  
Conquered the four rooms. Looks good except the water area at 1N.

1W: fun and simple room avoiding the roach
1N: Good room, spent most of the time on the water area which I didn't like too much.
1E: Trivial room, you can "store" the baby in the first area making the room pretty easy.
1S: Good soldier manipulation room, a checkpoint in the first area would be good.

And the demos if you want to see them, I didn't find anything which would be strange besides 1E.
08-07-2018 at 05:29 PM
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Lucky Luc
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Just took a look at this. Basically what komachi and Larry said. Pretty fun stuff, except for the platform section in 1N, which can die in a fire. I don't think anything can be broken so far, except for the kinda break in 1E if that's not intended.
09-30-2018 at 01:31 PM
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hyperme
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icon Re: Escort Mission (+2)  
It's a hold update! It's shocking because usually they take me half a year to do.

Changes:

+ Two new rooms in Don't Kill the Monster
* Slightly changed DKtM: 1E so that the Gel baby is more involved.
* Replaced the horrible raft section in DKtM: 1N

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11-06-2018 at 05:27 PM
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Insoluble
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File: Escort Mission.demo (20 KB)
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License: Public Domain
icon Re: Escort Mission (+2)  
Demos attached.

The idea is neat so far. Many of the rooms feel like they go on for a tiny bit longer than they need to to get the idea across, but I never felt like anything was going completely overboard.

1W: This looked most approachable so I tried it first. Looks like there's no way to break the widget at the end so I had to keep the roach alive. This was a lot of fun and involved some interesting choices about how to cut the tarstuff. Nice room.

1S: Was mostly fun and probably the second most approachable room. The only bit that felt a bit over the top was the adder. You already get a similar experience doing the rattlesnake and the adder is super rude and always trying to eat the guard. I feel like this room would be better without it, but that's probably subjective and others may disagree.

1E: Horde of guards with spears are annoying. There's really no two ways about it. That being said, as soon as I realized that this was secretly a linchpin room and that the proper way to do it was to actually stash the gel baby away I really enjoyed it. Ended up being my favorite room because of this.

1N Rooms are starting to feel very busy now. This almost feels like it could really be two separate rooms: the first two chambers in one room and the last bit (possibly slightly expanded) in another room. Was still fun though.

1N1E: Was mostly okay. I appreciate that I could bring monsters along from one chamber to the next and didn't necessarily have to feed them to the adder in the room in which they first appeared. Made for a smoother experience. The business of the room was a slight detraction. From all the stuff going on, I misread the room and thought I had to have all the plates held down in the bomb chamber at once for a while. Almost managed it by bringing in two mud babies with the snake. I'm not convinced that it's impossible, but best to ignore that line of thought as it was extremely annoying to try to set up.

I see that there's a secret room and an inaccessible room on the next level. I'll try to get to those soon. As it stands this feels like maybe a 6ish brain difficulty maybe? Hard to tell.
Difficulty is predominantly in execution and monster manipulation obviously, but there were a couple of linchpiny insights that had to happen too.

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11-08-2018 at 06:05 AM
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