New update:
-Tweaks to Spiders' Domain 2N1W and 2N3W to hopefully better enforce the intended solutions.
I've been thinking about the way I saw Rabscuttle "
break"
some of the rooms in my other entry (TOR?), and I'm not sure if there's a reasonable way to fix any of them. (Also, I'm not really trying to pick on Rabscuttle, that's just where I first saw these breaks. Maybe everyone found them.) I'm going to say some more specific stuff in secrets here, since it
does spoiler the solutions, and maybe someone could chime in on how these could, or even if they
should be patched:
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×3S:
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×The intent of this room is that, because the soldiers constantly slip off of their buttons whenever a brain is available, the player should actually not try to kill either brain himself. Instead, the player should have a soldier+construct hold down one button and use the other construct to help lure the other soldier into the passage so he'll kill the brain, then back out again, all while the player presses the other button. I'm not sure how to make it any harder for the player to walk up to the brains without giving this whole game away by making it obviously impossible, especially since tweaking the locations of the buttons or something could make the intended solution more difficult or even impossible if it's done incautiously.
2S1W:
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×I tried up and down to find a way to make a single aumtlich point northeast at the (34, 17) orb, and couldn't. The crux of the room is supposed to involve waking one aumtlich farther north so he wakes up an aumtlich placed south, while the player runs far enough east for him to point at that orb from a long distance away from the player. Rabscuttle seems to be a better manipulator than me and just got him to turn the right way while standing right next to him, rendering the presence of two aumtlich in the room moot. Again, I'm not sure it's possible to reorganize things any more to actually require the intended solution.
3S1E:
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×This isn't as big a deal to me as the others, but the construct that can't move (at (14, 15)) is supposed to be used to help pull the soldier out of his passage while the other three are still knocked down. I doubt it's possible without serious restructuring of the room to actually require this, anyway.
4S1E:
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×Okay, this one I don't mind so much either. The idea of the room is actually to get a soldier dancing back and forth on the (20, 12) button in a way that lets the player hit the cracked orb and permanently open the brain door. This can be achieved either by holding down the button around (22, 26), or blocking the northeastern bridge, with the powder keg. Rabscuttle instead somehow got the soldiers to step on that button twice and let him into the brain door and back out again without even touching the orb. Again, some master manipulation at work, this time using the "won't stab an explosive" rule to some extent I think. The "ideal fix" to this break would be to prevent the powder keg from being taken onto the passage that (20, 12) button is on, but I dunno how to do that while preserving the intended solution. Maybe I could just make dual challenges for either not moving the powder keg into that passage or not hitting the cracked orb?
I will also mention, since it's come up in this thread that I'm okay with/unsure how to prevent
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×roach flooding
in 1S1W, since the
real solution is probably easier than that to a degree that makes leaving that room alone feel sensible.
____________________________
109th Skywatcher
Here are some links to Things!
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[Last edited by Xindaris at 09-19-2021 08:56 PM]