I gave this a try and my immediate thought was that it is a bit challenging; however, not too much to define it pretty hard. I'm liking it so far.
I played only up to 4E (but peeked at all of them) so here's my comments so far.
I don't think this is purely efficiency, you need some strategy to approach these rooms and, in rare cases, some tricks in the strategy could be defined as linchpin (at least for me) but I like this type of rooms.
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1E: as soon as I entered I thought, where is the pressure plate? KDD level 11 flashback hit me hard, as I don't use tar vision (maybe it's just me, but a vision token could be useful, since you use in 5E as well).
The room is nice, I initially tried a strategy which did not work, so I decided to clear all of the south chamber first, and then run to the north. However, I realized only at the end that I didn't need to clear all the tarstuff (dumb me).
2E: definitely easier than 1E, the problem here was NOT efficiency, but finding a good gel shape.
3E: I liked this a lot but maybe I broke it? I used either 1 or 2 stuns per cycle (depending on how you consider a stun happened at the spawn turn) but I did not use efficiency at all. I just went back and forth to prevent bad mud shapes in the northern alcoves.
4E: also liked this a lot, good efficiency is needed to both maneuver the decoys and cut the mud. I probably overcomplicated it, but it's fine I think.
5E: urgh, I stopped here since I find it a bit boring and cannot seem to make progress so far. Am I missing some strategy?
Since you are allowing to visit all the rooms, once you arrive at 20E and you need to go back to clear old rooms (depending on how you clear them), it could be a bit boring. Is there a way to travel faster between rooms?
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There's not some other world out there where everything's gonna be okay.
There's just this one, just this rock.
-33th Skywatcher
[Last edited by Red-XIII at 05-08-2024 07:25 PM]