I've been itching to post this for a while, even though I'm not really finished building it. And, I guess now is the time.
I had a few partly-complete levels involving what I think are some really cool custom elements lying around, and thought: "
I should combine these and publish!"
. And then, I had an idea for one more weird custom element, and added that in too.
Here's a breakdown of said elements, if you're curious:
Click here to view the secret text
×Rocket Turtle: An enemy that sits there and does nothing...but fire rockets at Beethro once per 10 turns! The rocket fires, then 5 turns later it lands and explodes with a 3x3 "keg-like" explosion wherever the target was when it was fired. This has huge implications for horde rooms, but also lots of other puzzle potential. Additionally, I first came up with this element when "Natural Target" was the brand new thing, so it uses that, which has lots of interesting consequences when invisibility, decoys, timeclones, stalwarts/soldiers, etc., get involved.
Remote Bomb: Beethro can place a small, highly-stable bomb, then explode it (with a 3x3 explosion) whenever he wants. Controllable explosions are always a fun thing to play around with; the remote bomb has the additional features of being a brain-visible obstacle that can be shoved around by pushing weapons, or "zapped" out of existence whenever Beethro wants by blowing it up.
Warped Time Token: The "brand new" element I had an idea for. It works like a time token, except...when you go back in time, you don't wind up where you were when you started the recording. The "target" you'll teleport to after going back in time is extra weird, being an anything-pushable, floating, token-shaped thing until the recording starts. Many shenanigans ensue, especially when you get token-destroying briar involved. And...for unavoidable "making-the-script-function-properly" type reasons, you "lose" a turn when you begin recording on a WTT.
Flying Tile: A trap that waits until it "sees" something (beethro, monster, mimic, whatever) in any of the 8 directions, then flies off toward that direction, crashing as soon as there's something in its way and damaging whatever it hits. But the real kicker is that, if it crashes onto deep water or pits, it turns into a "normal" trapdoor, along with all of the implications of that happening. Okay, it's just like that thing in Zelda, I admit it--but making new trapdoors is new and different!
The levels aren't complete; if you see a blue door in a level, what's behind it is an unfinished (or probably un-
started) room. Everything you can get to from "
start new game"
is a finished room, though. And I think the rooms that exist so far do a decent job of showing off the puzzle potential of the elements; I just think there's room for improvement, especially in Warp Woods and Over a Certain Chasm.
I'm eager to see people try these elements out, and maybe find any breaks or bugs in the rooms or with the elements. Or maybe suggest idea for a few more rooms to add.
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109th Skywatcher
Here are some links to Things!
Click here to view the secret text
[Last edited by Xindaris at 05-25-2025 07:13 PM]