Yes, but only because it's a tower, I figured if the floors were all different shapes, the integrity of such tower would be compensated. But I've gotten sick of it already, and level 4 will be pretty.
×
Level 1
1E1N: I like it, but I honestly think you should remove the trick solution. It is quite possible to solve the room without it, y'know.
I think it would be better if there was a way I could force a player into actually thinking about the problem before striking an orb. It can still just be guess & check. Even so, it can be solved even if you hit the wrong one. I will revise/destroy this room before I release six levels.
Level 2
1E1N: That wasn't very nice. But I suppose you have to have something like that as well. Ah well, I eventually figured it out.
This was originally intended to be a completely legitimate room. But I discovered I'm not intelligent or patient enough to design a door puzzle.
1N: Very well-designed room, and quite fun. A rather novel idea.
I went through several designs for a room that required a serpent alive. I just hope the changes Erik made with Tar growth and roach queen cycles doesn't mess up this room.
1S1W: Erm... what was the point of all that? It was quite easy just to go down to the serpent and kill the goblins one by one as they came out.
D'oh! Design Flaw. I wanted the player to remove all trapdoors and go up and put the mimic at the exit for the goblins. The player has little room for extra moves, or else the goblins will come out of their hole prematurely. Also, I did this room quickly, and even when done as intended, it isn't difficult. I'll do something before my next release.
1S: I hate tar-covered mazes. 'Nuff said.
HA! Originally, it was a green door underneath all that tar. I made it much easier by not requiring you to back-track. I wrote on my screen with a marker to find the correct path. I figured, if I don't expose any wall segments while playing, no tar babies can form in here. So that's how I did it.
1S1E: You are evil! Evil, I say! I think almost everyone's gonna fall for this trick.
I just took into account that after 1S, the player's sword would most likely be NE, E, or SE. ^_^
Level 3
1N1E: This felt rather overdone to me. The idea is great, but it would be better if it was only used for, say, a quarter of a room. It got too repetitive.
Oh shush, there weren't any checkpoints at first, but I figured you all would gripe. *sigh* Perhaps I will shorten it. I didn't like slogging through it all, either.
1E: Goblin-whacking! Yay! Rather easy, though.
My 1E's all seem to be dissapointing to myself. I will no longer include a 1E in my floors.
1E1S: Interesting room. Takes quite a few tries to get the trapdoors and tar in proper order. Nice message in the bottle.
I used the "
Let's slap some shit together and see if it's possible"
method to make it. I was pleased with the results.
1S: 42 serpents!? What have you been smoking? (And where can I get some?)
Hey, I can always toss in another one. Watch it, watcher. Besides 42 is a nice number... The meaning of life in fact.
1S1W: An escalator? Well, if you think it fits... Anyway, fun, quick room.
That's what it reminded me of, an escalator. *shrug* Did you right-click when solving this?
All in all, I think it's a nice little hold you have by now. Good amount of variety, and not too difficult (tar-covered mazes aside).
Thank you very much. I will continue to create!!