Thank you Fogel for taking a look; I missed your message earlier when I was writing my own.
Dragon Fogel wrote:
2E:
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×Took me a while to puzzle out, but the logic was clear enough. The fact that every gel baby makes one move as a tar baby caught me on what otherwise looked like a good setup, which was a little annoying but there's nothing that can really be done about it. Making Beethro invisible wouldn't help because they'd still be drawn to the decoys. And it's not that hard to adjust for, so just a mild nuisance.
Oh, I did not even initially consider the gel moving as an issue...
Still, this is a quite open-ended room and I'm glad your "
configuration"
is vastly different from mine, which means that there are probably plenty of possibilities for players to pick from.
Dragon Fogel wrote:
1S2E:
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×It's nice that unlike the original there's a side passage for leading the babies into their final location, though move order can make it a pain to get the last few in. Maybe that could be mitigated with force arrows in every other column in the box?
Other than that, this wasn't too bad. Protecting the Strategist isn't really relevant since the blobs are all closer to the root than he is, so you'll probably destroy the root once you're done gathering babies anyways.
Not sure what you mean with the "
unlike the original"
, there hasn't been any significant change done to this room.
The force arrow idea is a neat one, will be included in version 5.
Should I put the Strategist closer to the root to make it a proper "threat" that needs accounting for, or does that sound like more of a hassle than something interesting?
Dragon Fogel wrote:
1S3E:
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×Tough, but satisfying to puzzle out how to set up the mimics for each keg. I enjoyed this a lot.
I'm glad you enjoyed but uh, looking at your demo, you were doing a LOT more work than I intended.
In fact, there's a really elegant way of blowing up the northern three squares of gel - have you noticed the decoy and those two soldiers? Perhaps I should make that hint a little more overt?
Dragon Fogel wrote:
1S1E:
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×Almost plays itself, except the third blob can go wrong if the second wave of mimics stuns the third and I had that happen a couple of times and had to adjust my movement a little to make it work. Still, more of a demonstration than a puzzle.
Yes, this is not really a puzzle, just me taking the multipush gelstabbing to a ridiculous degree.
The other rooms that you did not solve, could you send in your "
best attempt"
demos so I know better which part of the rooms are clear and which ones are not?
Dragon Fogel wrote:
1E:
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×Best I've managed is a setup which works in theory but I can't actually get the mimics in a position where they'll end up in the right places at the right time.
Perhaps another hint could be in the spirit of
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×The smoothest solution has three south-west facing decoys and five north-east facing mimics.
Does that help you?
Dragon Fogel wrote:
1N1E:
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×It seems pretty clear that I have to do something that involves manipulating multiple gel babies so I can walk away from a plate while one gets caught on slower babies and thus lets me get out of range. I cannot figure out what that exact something is. I even decided to try skipping the challenge at first and got nowhere.
I think I should say this for the first hint and not the point about not needing movement order hacks...
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×Have you noticed that there's a trapdoor exactly 4 tiles north of the south-east pressure plate?
Again I ask; Does that help you? (at least with the non-challenge)
Dragon Fogel wrote:
3E:
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×I know I can use the middle brain to keep a baby locked on one plate, but I haven't hammered this out. Didn't try very hard compared to the above two rooms, though.
Edit: Tried some more just now. The above trick seems helpful, but eventually I end up needing to keep two babies in place on the side I'm on somehow while the real brain is on the other side. I suspect I have to do something trickier with the real brain, but heck if I know what.
It sounds to me like you nearly have it.
The hints that the Strategists says try to tell you that:
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×You can get the northern plates pressed before needing to really use the brain. More precisely
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×Having the northern pressure plates pressed while still having the real brain available to use in the southern half with the two other babies.
Dragon Fogel wrote:
1S:
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×This room was rough to begin with and I'm not sure the solution is going to end up being very different. It seems this isn't set up yet, but I'm guessing the idea is not to drop the highlighted trapdoors? If so, the only part of my original solution that would be different is getting the tar across, so I can't say I'm particularly eager to go through this again just to do that.
Some things that could streamline this:
-Move the target blobs so they're closer to the trapdoors and you need fewer cycles to get the mothers there.
-Remove the mud mother entirely. Instead, put the initial tar and gel blobs behind doors, or mud if you want to be thematic. Then you can deal with them separately.
-Add a script to cycle weapons with special command. This would be more convenient than walking over to the weapon tokens.
This room is not finished quite yet, I haven't yet fully "
chewed on it"
, but I really like your script idea to cycle weapons, that will definitely be included in the finished room.
In terms of your other two remarks, I'll think about them, but I am a little reserved about implementing them for now, because they go against my initial/main trick that I discovered when playing this in Treacle Stew.
With the instant weapon swapping in fact, my solution from there becomes, dare I say, nice.