agaricus5 wrote:
Level 1:
I'll consider removing some horrible misleading orbs and more checkpoints, but since this is the level's theme, I don't think much will be changed until I can do a proper reshuffle.
In my opinion, you need to. I just feel frustrated every time I hit a orb that I had no way of knowing what it'd do and be forced to restore.
2S1E: Numbering the orbs from left to right, try the combination 2, 4, 1, 3.
It doesn't work. I actually wrote a program that tested all combinations of up to 12 striking of orbs, and did not find any possible combination.
Level 2 1E: You need to clear the southern chambers first, then clear the ones to the east, then the west, and finally the north before going for the goblins. Orbs generally tend to open doors to the north and east, and close the ones to the south and west, but some of the orbs in the middle of the room also toggle.
Maybe, you need to make that clear somehow. Or maybe, I had run out of patience when I played that room and need to try it again with a fresh mind.
Level 4 1S1E:
Actually, it is a bit unfair. The orb at the top opens the door. I think the reason was because an older version of the room required going from the bottom chamber to the top, and the door associations were not changed. I'll change the orbs so that they all open the yellow door to the south.
Sorry, I missed that. That's not going to help me though as I wasn't planning on opening the red door so didn' drop all the trapdoor as I was hoping to leave the room through the breakable walls at the bottom. I'll have to try it again dropping all trapdoors. That's going to be much more of a challenge.
1S, I've completed without collapsing all the trapdoors but I think you intended for this to be possible. I certainly wouldn't try it if I had to collapse all the trapdoor. For this reason I'm not looking forward to 2S1E.
You did?
How clever. Most of the people who did this room did it the hard way that I intended. Yes - you need to clear all the trapdoors in the intended solution.
Since, however, it has been branded a very hard room if so, I'm going to consider leaving it as is, or making it not required if I change it.
Yes, please leave it as it is. It still was a challenge to do it the way I did, maybe not as hard as the proper way but still hard. I had to be very careful on the way to the tar mother to kill as many tar babies as possible while not leaving spot for new ones to be created. And I had to be even more careful on the way back up to find a way to the remaining tar babies. It needed careful planning.
So... you mean you'd prefer more variety in a level, rather than lots of rooms based on the same theme, and have rooms of varying difficulty so that players can "take a break" and do easier ones if they cannot complete a hard one?
I understand the idea of having levels based on a theme and I think that on level 7 and 8 it works very well. That's because the puzzle are all different. I don't think it works for level 1 or 3 as the puzzle are too similar. I just get the feeling of playing the same room again and again which leads to frustration.
Having now played more of your hold, I would say that the problem with your hold is not so much the difficulty but that each puzzle take such a long time to complete. You certainly make full use of the space available which is a good thing, but I think once in a while there's the need for a short puzzle, easy or difficult does not matter. Take for example level 4: I really like the puzzles, they are good challenge and entertaining. I couldn't do more than two rooms without taking a break though, they just take so long to complete.
Anyway, I've progressed further in the hold so here is more feedback:
Level 7: This level I really liked. I think's that because the puzzles are more varied.
The Entrance and 1E were fairly easy compared to the rest and didn't take too long to complete which is a good thing.
2E: I haven't completed yet. That wraithwing is just not cooperating. I'm sure i'll solve it eventually.
1N1E: I haven't figured out how to deal with the eyes yet.
1N: Was very good and entertaining. I just like how your movement and the mimic's movement all fit together.
1S: Was actually much easier than it looked. I enjoyed it.
1W: At first I thought, oh easy just push that goblin toward that brain and the job's done. I should have known better and sure enough was eaten by the snake. I was more careful the second time and got it right. I liked it.
1N1W: I don't know if I've completed it the way you intended. At first I thought I had to put the mimic next to queen to kill it immediately and then move the mimic to the orb. That wasn't possible because of spawned roaches blocking the spot. I thought the brain would make them move toward me but I guess that they saw the force arrow as an obstacle. So I ended up putting the mimic next to the orb and used the roach thus freed to kill the snake. Then moved the mimic to kill the queen and spawned roaches.
2N1W: Good puzzle, however I think I killed the serpent a bit earlier than I was supposed to. I killed it in the upper part of the room.
1N2W: I think the idea is very good but it's just too hard. I can get the snake to the other two snakes but by that time it has shrunk too much and ends up killing itself before the opening in the other snake has reached it. Maybe it would work if you had more snakes but shorter, in that final chamber.
Level 8: A good level as well.
The entrance: was fun and not too difficult.
1E: more challenging than the entrance. Still good fun.
1S1E: I think this one is a bit too hard. At first, I thought that the three mimics at the start went in the three orb chambers next to them but when I reached the tar mother I saw I was wrong. That's very misleading but I don't think you can change that.
The second time round I put the mimics where they were supposed to go and managed to clear the room of all monsters. Now that the green doors have dropped I can reach the two mimic potions at the bottom right. I was careful to let the tar grow just enough under to bottom-right green door, but I missed the block of tar under the left-most green door. As a result I can't reach the last mimic potion. I think there's too much to watch for in that bottom left chamber. If you'd drop that green door by one square that would make it more bearable.
2E: Interesting puzzle. A bit tedious but that can't be helped.
3E: A good break after 2E.
1S3E: easy.
1N3E: Very similar to 2E but much harder especially the end where you can't just leave a tar blob in the yellow door. You must leave a properly shaped blob to avoid tar babies in the corners of the door.
4E: This one is just too hard. The timer is too tight. One mistake in cutting a tar blob and it's over. I can barely reach the third save point without any tar babies but after that I can't cope.
That's it for now. By the way I have demos for every room I have completed, if you're interested I can post them here or mail them to you.
Edit:
I've now played and completed level 5. I haven't seen all the rooms but I don't understand why you don't want to put it with the rest of the hold.
[Edited by gds on 04-09-2004 at 05:55 PM GMT]