Radiant wrote:
What makes SubTerra better is the level design. Play it and see, it's really very interesting. Not to mention challenging. And it has several difficulty modes. I dare you to hit the Hall of Fame
I agree. The levels are really well done, although I am adding a few to my hate list as I go. (@!#$% Atlantis!) Thankfully, with the level navigation system, it is not so hard to avoid playing levels you don't like.
A few details I appreciated in the game design that are reminiscent of the "
DROD"
philosophy:
* Pieter specifically excluded "
hidden"
elements found in other games--like walls that appear when you bump into them or seemingly solid squares you can walk through.
* You can view the entire level before beginning play.
* Lack of a time limit to complete levels. Yes, there is a timer that counts down, but you can ignore it if you like. (I think it just gives you bonus points.) So unless the level is specifically designed to push you along, you can slow down and think things over.
Also, this seems to borrow heavily from Chip's Challenge, which is quite a different game than Boulder Dash. So you shouldn't look at SubTerra as just another BD game. I would think something like 80% of the original CC levels could be created in SubTerra, with some minor differences.
I do find the mixing of "
side view"
and "
topdown"
confusing at times. It feels like the gravity is pulling down for some elements and forward for others. I guess, if I need a non-abstract explanation: some of the objects are floating in the air and aren't affected by gravity. It's just hard to remember which ones at times. I.e. crates are topdown, rocks are sideview.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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