Well, it's time I get this looked at by somebody other than myself. This is a highly linear hold centered on a few particular ideas:
-Getting through a maze of rooms whose traversibility changes depending on whether they're clear or not (as in, open/closed green doors)
-Interesting room and/or level shapes
-The vague concept of "
flow"
employed in various puzzles
-Each level being heavily focused on a particular monster type: roaches, Rock golems/giants, then eyes
-Taking the opportunity to make puzzles about
not clearing the room and/or using the fact that you can/must leave a room uncleared to proceed
-Needing to do some extra trickery both within individual rooms and in your overall traversal of the level in order to unlock each level's secret room
The basic concept for this was thought up around the time my very first hold was nearing completion. I had intended to make this
much longer, and still have some more ideas of how to expand on this concept, but at this point I kind of want to try releasing the "
first four levels"
as a "
Phase I"
and then maybe build more levels into a second hold later. The first three levels I built are the "
normal"
levels, and the fourth I stuck into postmastery as it's a
very different experience and design concept.
I appreciate that this might be a bit more difficult to test than a normal, open-style hold, but hopefully some people will take a look anyway. I think there are checkpoints everywhere, but maybe I forgot some or a few are ill-placed. There are some rooms (such as level 1 2S) which I'm not entirely sure about, and I could definitely use feedback of the form "
I wish this room was taken out and replaced"
among all the rest.
I made an effort to describe this within the hold itself also, but each level has a "
map room"
which shows the overall layout of the level,
and if you push special command on the scroll in the map room it will reveal all the rooms in the level via a special cutscene. I originally thought the latter to be too much trouble, but came to the conclusion that it's too big a quality-of-life feature to not include, and anyway I don't want dumb "
gotchas"
where you go a long way around, find you needed to clear an earlier room, and need to walk all the way back to be a part of the hold's difficulty--so letting the player see all of that ahead of time is ideal.
____________________________
109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 06-08-2024 04:51 PM]