Makes sense. I just mentioned the L40 challenge ahead of time because that's one of the few things that
must be fixed; most of my suggestions are just a matter of taste
Thank you for the update. That's a really impressive job on paying attention to feedback and fixing things
Matters that still need attention in L1-30:
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×L3 Entrance: Not a huge issue, but when you fixed the stairs, you also removed two roaches, I guess because the new stairs get in the way of backswiping. But with the roaches now all the way in the corners, you could add roaches in the other corners -- there is enough time for Beethro to turn west or east and backswipe.
L5 1E: Since you removed the queens in the NE chamber, the checkpoints aren't needed either.
L11 1N1E: Instead of fixing the challenge, you removed it. Of course it's your choice in the end, but I really liked this one -- getting the Slayer to hit both orbs, especially the east one, is interesting and tricky. Maybe make the challenge just "
don't use the tunnels"
as that's the interesting part? Let me know if you need any help with scripting.
L26 Entrance: The Wait 0 problem has been fixed, and the challenge is now obtainable
However, the other issue remains -- all characters have "
End"
commands, so the challenge can't be obtained if you take a potion (without clearing the room) and then leave and come back.
There are two ways you could fix this:
* The challenge is quite a bit easier from the north entrance (since you can drop one trapdoor straight away), so you might want to add "
Solve the room from the level entrance"
as a condition, in which case, add it to the scroll, and have another character with this script:
If ...
Wait for entity Player 17,0,21,0
Set var "l26_entrance_challengefail" = 1
* Alternatively, if you want to allow solving the challenge from either entrance, then in
all five characters' scripts, put "
Label end"
at the end of the script, and replace "
End"
with "
Go to end"
.
I've played up to Level 50 now, but I'll break my feedback down into 31-40 and 41-50 so this post doesn't end up too long.
General thoughts on Levels 31-40:
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×I have a lot of mixed feelings here. I'll start by saying that there are some really nice rooms; Level 38 2W especially is fantastic and easily my favourite room so far
But there's a lot I didn't enjoy. And the thing is, that's really subjective, so I can't say for certain that these are things you
should fix. On the other hand, a lot of players will have similar dislikes, so you may find people getting put off your hold by this batch of levels. I'll do my best, since I promised, to offer specific suggestions aimed towards smoothing out these levels without making too drastic changes, but it's up to you whether you want to make further changes, or less, or try to get more feedback from others.
Just to be clear, this is
not primarily about combat rooms versus linchpins; it's about specific types of room that are showing up a lot. I don't enjoy snake trains (when the object is just to get through them; I did enjoy leading the tar baby through snake trains in 210 Levels because that was more puzzly). I don't enjoy "
lead the mimic from A to B with 1-tile obstacles"
. I don't enjoy wall mazes hidden under tar. Still, you are absolutely free to make these kinds of rooms if you want, so I'll try to help you improve them rather than complaining that they exist at all.
Specific comments on Levels 31-40:
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×No suggestions for Level 31. Not my favourite, but it goes by quickly.
Level 32 is more interesting, with some fun variety. Would it be cheeky of me to recommend having the warp room go to Level 37 to allow skipping a bit further, for those who want to skip?
Level 33: I would remove 1N1E, since it's definitely the least interesting room here, and with three levels of these mimic movement rooms, this section drags and it would be good to shorten it.
Level 34: Mostly, this is a nice break with some interesting rooms. Not keen on Entrance because you have to wait for a large pile of roaches to build up and then clean them up afterwards; maybe shrink both chambers a bit so the puzzle is essentially the same but takes less time?
Level 35: If you wanted to make a larger change, I would suggest cutting this whole level, because using Halph for the doors isn't really a meaningful change to the mimic movement puzzle, so the whole level feels like playing Level 33 again. I believe L33 was the first appearance of mimics in this hold, so I'm sure you could make a level using mimics in different ways -- it could even be combat rooms and I wouldn't complain!
Again, though, that's only if you want to spend the time on a new level. If you decide to keep it, that's okay, especially with the skip.
Level 35 secret: Halph isn't needed for anything. It would be really cool if you had to direct Halph so as to be a temporary blocker to give the mimic extra leverage -- that was what I expected when I saw the room, and I was disappointed that it didn't happen!
Level 36: This is a bit more interesting, because the Slayer gives the rooms a little bit of moment-to-moment decision-making. Also, 1W is a nice challenge because of the smaller space on Beethro's side. Still, I'd probably cut one of the less interesting rooms (1S1W or 2S).
Level 37: Thank you for adding vision tokens even though they're not a JtRH element. Maybe make 2S1E a bit shorter since it goes on for quite a bit and the activity is pretty samey?
Level 38: As previously mentioned, I loved 2W. It's a fantastic horde room where Beethro has to gradually cut away his own cover, making the room get steadily
harder as you progress (whereas a common problem with horde rooms is that the difficulty is at the beginning and then they get easier but take a while to wind down).
The rest of the level just feels like each room started with a good idea and then went on for too long. Entrance is especially bad because it's two copies of the same puzzle -- I would cut one half. Make the blob smaller in 1S1W. Cut one of the four chambers in 1W.
Level 39: So the idea is that we've seen these rooms with vision tokens in Level 37, and now we have to remember the layouts.
I enjoyed it more than I was expecting to
But it is still a level of hidden things under tar, and some people hate those, so you have to be prepared for people to dislike this. Then again, these days people can turn on transparent tar if they want!
L39 1W has the same issue as L38 Entrance, cutting the tar takes a while and you have to do essentially the same puzzle twice. And if you decide to reduce L37 2S1E, then do the same here for consistency.
Level 40 is a nice quick break. Only issue here is the challenge script in 1S1E. Here is a fixed version:
Wait for entity type Mimic,9,0,27,21
Label Loop
If ...
Wait while entity type Mimic,9,0,27,21
Flashing message (660000),Challenge Failed!
Go to end
Else
If ...
Wait for clean room
Challenge completed Life Preserver
End
If End
If End
Wait 0
Go to Loop
Label end
____________________________
50th Skywatcher