Thanks again!
Alright, yeah, 1N2E was a case of me not being able to see past the intended solution to a really obvious break. It should be necessary to play it in some approximation of the intended way now. The orthosquare was indeed misplaced; the whole point of that+hot tile is just so a fluff can't get inside the "
hallway"
and kill the brain for you.
I watched your demo for 1S1E and for a moment wasn't sure if DROD had bugged out and was just showing the same several turns in a row, which is pretty hilarious.
As for the green doors...the player can choose what order they actually
solve every room after the second one in, but they
encounter them in a thematic order. Like, the "
a helper is here"
rooms are all close to each other, the two "
toggle a thing to get into a secondary hallway"
rooms are close to each other, so on. I conceptualize it as actually having several hallways going off in different directions each going along a certain theme, except you can unlock shortcuts by beating one room in each of a pair of hallways in certain configurations? But it makes more sense to have the level actually be shaped as a square rather than straightening out the hallways, and that makes it easier to set up the shortcuts as well.
I guess what I'm trying to say is that past the first two rooms, the green doors don't
really block level progression, they just try to encourage the player to
try the rooms in something resembling a certain order. The funky way room borders are handled in this hold makes it possible for a player to see a room a while before they're really supposed to encounter it by clearing the room that's got a "
shortcut"
to it, and I don't really know how to fix it without drastically changing the style of things in that respect.
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[Last edited by Xindaris at 03-03-2017 05:42 PM]