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Re: Waving Views (+2)
OK I Mastered the hold fairly quickly. Demos are attached, press F6 to enter the demo screen where you can import them and view them, can view them from the editor too.
This hold mostly focuses on fights rather than puzzles, and I appreciate that the hold tries very hard to make fights with restrictions that make it interesting rather than the usual enemy hordes we've all played lots of times before. For this, I think the hold stands on its own and is quite good, especially as a first hold, although some rooms are definitely better than others. I don't mind the odd monster battle now and then rather than puzzle solving, but it definitely needs to be shaken up to work, which this hol does.
I wrote comments as I solved each room, they are in the order I solved them, so it jumps all over the place.
Entrance: Nice simple opener.
1S: This was extremely trial and error, until I noticed that there was a simple pattern to which doors opened next. I was going to moan about this but now I just feel silly as really it was much more straightforward than I thought. Cool concept. I do wonder if the initial Pressure Plate setup couldn't just be simplified, is the Roach Queen necessary?
1N1W: This room is OK. I felt like you basically have to get lucky enough to have the adder behave and shrink itself to make things manageable.
1W: The evil eyes might as well not be there given the speed potion. Still a perfectly fine room, if a bit on the easy side.
1N2E: Because all of the fegundos merely have to go to the same corner this room felt fairly short and easy, as you can make as many diagonal steps as you like and then it's just a case of waiting for the moment to make an orthogonal step to line up properly. I dunno about this room, but honestly I'm glad it's not trickier.
2N1E: Classic Sokoban, but occasionally you have to wait a bit. The eyes contribute nothing to the puzzle in practice.
2N: Once I got into the rhythm of the eye beam pattern, this room was a lot of fun!
2E: This one was impossible to plan and was super trial and error, no real thought, just go in, try some stuff and undo a lot.
1N1E: This room is the best and most interesting of the bunch. A classic trapdoor puzzle that forces you to keep moving to the right, this was an excellent twist on a classic puzzle, I really enjoyed this one.
1N: Without a doubt this will be the most controversial room. I had fun, but I know some people will rage over this one, but those people rage over waterskipper hordes regardless. This is pretty tough however, hard to know how to really get good opening to advance without being forced to retreat and undo your progress.
1E: Yuck. The player being invisible is good, but manipulating a Stalwart so he doesn't wake up an eye is just nasty. Not a fan of this one, extremely trial and error in a bad way.
1S1E: This one was cool, the fact that you have to point your sword to the right at the right moment definitely makes this more difficult. This took a number of attempts, in the end I came up with what I felt was a logical solution, with the eyes and beams largely providing just some timing issues, with the beams being in just the wrong place at the wrong time. Very imposing at first, but in the end I had fun.
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