Replies to things:
-
Insoluble:
Suggested checkpoint placements will be in next update. More specific responses:
--L1 1N1W: Added clarification to the scroll as to what a target is (it now indicates that that includes monsters AND the player).
--L2 Entrance: This is one last "
here's what thing does"
room to inform the player of how spiketraps are pushed by stick-type weaponry. I don't really care how many/few of the "
resources"
are used for this one. The force arrows are there because I want the player to encounter the rooms 1W, 1N1W, and 1N
in that order but also wanted to let a player return to the entrance easily. My options therefore were either a green door in 1N or the force arrows, and of the two I felt the latter was more satisfying and less annoying.
--L2 1W is supposed to solve itself. It's intentionally a "
toy"
room rather than a serious "
puzzle"
.
--L2 1N1W: Think I found a good solution to your leak, a plate at (15, 14) that opens the firetraps rather than that being tied to the orbs. Will be in next update.
--L2 1N2E: This sequence of 3 rooms is all about "
building your own machine"
. I'm perfectly happy leaving more resources than are strictly necessary. Glad to see you also found a "
lazy"
solution, I was kind of proud of mine too
-
Dying Flutchman:
Even seeing the various "
traps"
used here as "
monsters"
, there's really not that many of them at all in any particular room. I disagree that there's any real crowding problem, especially with the number of rooms that actually focus on
one specific element (L2 1N, 1S, 2S1W (Sparks and Antisparks are basically two "
halves"
of the same element to me), 2S2E...).
The first level is
supposed to be easy when it introduces the various things and their interactions, so the player can refer back to the various information later when they need it. I'm fine with rooms there "
solving themselves"
in general for this reason. As for the second level, I think there are some rooms (basically everything you go past 1S to reach) that you can't
possibly have played to think they solve themselves. In fact the only room that
does solve itself is 1W, and that's also the only one Insoluble mentioned as such.
Now, second level rooms
are meant to be only moderately difficult, not too scary yet. I'm hoping to make puzzles with real "
teeth"
to them for level 3, but wanted feedback on basically how well the elements are introduced/explained/used in the first two levels first.
-
General query I meant to include in first post:
Should 2S in the second level be altered to
require the "
hardmode challenge"
? Or should I separate it off to a secret room or something? I found the challenge rather satisfying to solve but I'm curious of other people's opinions of what level of "
necessary"
I should make it.
____________________________
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[Last edited by Xindaris at 12-23-2018 09:31 PM]