disoriented
Level: Smitemaster
Rank Points: 2401
Registered: 08-07-2007
IP: Logged
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Re: Tinytall Tower (+2)
So apparently Trickster has been working on this hold, off and on, for seven years or so. I know that if I’d been investing time and effort on something so long, I’d look forward to getting extensive feedback from the community. There are some excellent writers like Insoluble who can comment more elegantly than I can, but here’s what I can say off the cuff:
For an architect’s first hold, this is amazing. The attention to art detail and lightning is apparent. The hold is notable incorporating a wide variety of room types. There are some novel puzzles here. And there’s even attention paid to the storyline.
The hold is difficult. The first 15 or so levels are manageable, but toward the top of the tower things get really crazy.
One issue is that rooms are harder and harder to parse as you progress through. Lighting sometimes makes this even more of a challenge. Is that a floor tile, or a staircase? A tarstuff gate, or a trapdoor gate? It’s not always easy to see unless you right-click everything. Even then, so many elements are tightly packed together that it’s not always clear what’s going on unless you experiment for a while. The pressure-plate-heavy rooms felt particularly non-intuitive.
I know some will disagree, but it felt like some rooms required “magic sequences” of moves to solve. Occasionally there’s a trick (like in Quince Ascended) but sometimes (like in Octwince Ascended) there’s just no perceivable pattern and it becomes mostly trial and error to get through. Or maybe I’m just not smart enough to see the solution.
This hold will definitely keep you busy for a while. If you stick it out and solve all the secret rooms, you’ll even find a bonus level with an interesting non-Drod twist at the end…
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34th Skywatcher
Best to PM me, since I might miss your message on CaravelNet chat.
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