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Flareon350

Flareon1 feedback & discussion thread

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I'm working on my first custom CC2 set and as of this post, the set name is still up for debate but for now, that is what I'm going with.

 

As for the levels I'm making, I'm still discovering my designing style for this game because it is very different compared to CC1's. That and the editor is somewhat tedious to use due to the small window given.

 

Now onto what this topic is kind of for - I need help and/or suggestions for level titles because I'm awful at them and think way too hard for some of them. Credit will be given to those who suggest names for levels.

 

Here's a couple previews to what I've made so far, featuring titles I will not use:

 

hdRR5Yu.png

 

vOv4VHR.png

 

Feedback on levels is also welcome!

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For NUTS AND BOLTS style levels with lots of puzzles and no obvious theme I'm personally a fan of using random word generators online such as this one to come up with non-specific level titles. If there is a sort of theme I do the same thing but use the thesaurus to come up with words that go with that theme.

 

They look awesome, can't wait to play when they're uploaded.

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Nice, I'm looking forward to trying it :P

 

As for names, number 1: Doored Stiff

Number 2: Tricks & Trade

 

What does that R-R symbol mean now again?

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What does that R-R symbol mean now again?

It allows the player to walk on Train Tracks. :P

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Nice, I'm looking forward to trying it :P

 

As for names, number 1: Doored Stiff

Number 2: Tricks & Trade

 

Thanks for the names I'll definitely use them :) I especially like that second one

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Eastbound is pretty badly busted: in the dynamite/yellow key room instead of having to blow up yellow key you can just use a single dynamite to blow up the "no yellow key" sign and carry 3 dynamites into the remainder of the level, in addition to the yellow key.  The dynamite acts as a free puzzle skip on any of the next rooms.

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Thanks for uploading! I had a blast playing through these. Favorites were CASPER (!!!) and ECTOPLASM. Here's my feedback :)

 

Flareon1
01 POISON BACKYARD
I had a laughably difficult time with this one. I like that it’s small and linear but is still plenty tough to follow just looking at it.

02 GREEN APPLE HARVEST
Not bad but I was glad to be done.

03 BLOCK TUG
Fun and easy, ending is nice and tougher than the actual level.

04 MINIONS
Love it! I beat it normally the first time but it’s also possible to bust it by spamming the pink button enough that four pink balls permanently cover the FF and fireball buttons while more pink balls bounce back and forth over the doppelgänger cloner. The dozen or so fireballs quickly die in the water and then you get a never-ending supply of doppelgängers. I beat it this way and had even more fun than the first way so there’s that ;).

05 TEMPLE BYPASS
Really a very fun level. Interesting how (I think) a block slap is required to solve the starting puzzle due to the red key. Bonus room is busted: leave the fire boots on the fire before the thief and collect them after opening the yellow door, no ice skates required. I like how the ghost gets trapped if you foil the walls at the end in the wrong order, definitely cooked the level that way due to inattention.

06 CLOCK EXPERIMENT
So I had PLENTY of time on this one. First time through there the logic clock showed 741 out of 1000 when I got to the exit room. I’m pretty sure if the time limit ran out you’d still have 200 ticks left on the logic clock, so it’s really not doing anything in this level that I can see other than making the player feel a vague sense of urgency. Also, since it’s placed right before to the exit, even if it did run out it’s only acting as an alternate time limit, right? I love the idea of using logic clocks in a level, but what about using it to block off access to a bonus room like in PIGEON HOLES or the CRAZY levels?

The room with the blue thief/yellow key/green teleport is busted because you still have the suction boots in that area, so you just walk up and collect the key, no bribe required.

The first 3 block puzzles are a lot of fun. The last with the yellow tank and ice blocks is mildly busted, you don’t need the second ice block as you can just maneuver the yellow tank up to the 2nd bomb on the ice.

07 MARINE SCIENCE MUSEUM
Very fun! 4 excellent puzzles, my favorite was the fireball/iceblock puzzle at lower left.

08 TRICKS AND TRADE
Very fun to play. Thanks for giving me the chance to go back on the FF at the end to collect chips that were missed the first time. All of the puzzles felt pretty easy and very forgiving.

09 EASTBOUND
Great level with plenty of fun puzzles. However, in the room with the 4 TNTs and all the yellow keys, you can collect all the keys, blow up the no-yellow-key tile, and use the other TNTs to either rescue your tools in the previous room blow your way through the next three rooms, either of which yield some entertaining busts.

10 WITHERED SAVANNA
I love the look of the environment here. All the puzzles and dodging were fun, however, I busted the last room. Didn’t use the red key/green key/blue tank for anything, just used the bowling ball to plow through the dirt south of the exit.

11 DISCOVERY BAY
Awesome level! Favorite so far. I wanted to find a bust with those bowling balls so badly but the level is extremely linear, which is amazing for being as open as it is. Really satisfying sense of exploration!

12 CASPER
Wow, this just became one of my favorite CC2 levels! Well done, I think it’s a real masterpiece. Only thing I’d recommend is upping the time limit to 250 or 300 since it really takes a while to figure out, I ran out of time twice just because I was still puzzling on what to do next.

13 DIMENSIONAL DELETION
Time limit was a little tight on this one. I guess it’s intended but while the concept is nice one time through, it’s not the most fun to replay just because of the constant back-and-forth motion on the tank button.

14 ECTOPLASM
Wow, these were some crazy puzzles! Very tricky and all fair even though it didn’t feel like it at the time for a couple. Love it.

15 CONSERVATION OF KEYS
I was afraid this was going to be horribly difficult, but turns out the strategy is really simple and it’s totally fun to play!

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Wow thanks so much for the feedback! I was honestly expecting some pretty horrible reviews :P This will definitely help my level design for this game, as I'm still kind of getting used to everything. I already knew there were some busts in some levels, just didn't know where. But that Eastbound dynamite bust..... :facepalm: I'm actually a little embarrassed about that one. But I will do my best to fix all the busts mentioned, as well as make some minor updates with time limits and such, especially on Casper (which is my personal favorite as of now) Glad to hear you enjoyed all the levels :)

 

As for some of your comments, here's my responses to some of them:

 

04 MINIONS
Love it! I beat it normally the first time but it’s also possible to bust it by spamming the pink button enough that four pink balls permanently cover the FF and fireball buttons while more pink balls bounce back and forth over the doppelgänger cloner. The dozen or so fireballs quickly die in the water and then you get a never-ending supply of doppelgängers. I beat it this way and had even more fun than the first way so there’s that ;).

06 CLOCK EXPERIMENT
So I had PLENTY of time on this one. First time through there the logic clock showed 741 out of 1000 when I got to the exit room. I’m pretty sure if the time limit ran out you’d still have 200 ticks left on the logic clock, so it’s really not doing anything in this level that I can see other than making the player feel a vague sense of urgency. Also, since it’s placed right before to the exit, even if it did run out it’s only acting as an alternate time limit, right? I love the idea of using logic clocks in a level, but what about using it to block off access to a bonus room like in PIGEON HOLES or the CRAZY levels?

12 CASPER
Wow, this just became one of my favorite CC2 levels! Well done, I think it’s a real masterpiece. Only thing I’d recommend is upping the time limit to 250 or 300 since it really takes a while to figure out, I ran out of time twice just because I was still puzzling on what to do next.

13 DIMENSIONAL DELETION
Time limit was a little tight on this one. I guess it’s intended but while the concept is nice one time through, it’s not the most fun to replay just because of the constant back-and-forth motion on the tank button.

 

15 CONSERVATION OF KEYS
I was afraid this was going to be horribly difficult, but turns out the strategy is really simple and it’s totally fun to play!

 

 

04 MINIONS - I might actually leave that in if it's more fun than the intended way. That and I have no clue how to fix such a thing :P

 

06 CLOCK EXPERIMENT - This level was basically me testing out the counters, I was aware the 1000 is more than enough time. I will most likely lower to around 600-700 so the player will still have some leeway. I'll use the counters, as well as more logic gates in future levels though ;)

 

12 CASPER - I'm very glad to hear you loved this one, this one took the longest time to make, despite being a small level. I will definitely up the time limit.

 

13 DIMENSIONAL DELETION - Useless trivia: I originally planned to make this level's concept a 50 x 50 level.... very glad I didn't do that, considering your feedback on this one!

 

15 CONSERVATION OF KEYS - This is actually a port from one of my CC1 sets :)

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Level 6, Clock Experiment: First red key can be used on second red door, sparing two directional blocks and the other red key.

Level 9, Eastbound: First green key can be lost immediately by going back to the key thief.

Level 14, Ectoplasm: I had a spare block in the first room, and i don't know what the flame jet in the bottom right is for.

 

04 MINIONS - I might actually leave that in if it's more fun than the intended way. That and I have no clue how to fix such a thing :P

If you do end up wanting to fix it, you can replace the force floor with a RR track + switch.

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Here's my review so far:

 

POISON BACKYARD
 

Like Joshua said, it's deceptively tricky. Took me some time to get it right. Was fun to tinker with :)

 

GREEN APPLE HARVEST

 

It's a cool level, but might benefit from having less chips to collect.

 

BLOCK TUG

 

I think this level is cute :) It's one of those levels that isn't difficult but enjoyable to play.

 

MINIONS

 

Good, short level. I think the length is short enough to not make the 'guide-dopplegangers'-puzzle become tedious, so that's a plus. Joshua's solution sounds cool, I think you should keep that in :P

 

TEMPLE BYPASS

 

Fun puzzle. Short and sweet. I thought I was gonna cook the level in the end when I accidentally made the ghost fly to other parts of the level, but I could get it back to where it was supposed to be.

 

CLOCK EXPERIMENT

 

I thought this level was really cool aesthetically, with the clock and such. Most rooms was a blast to play through. This one's my favorite so far. I think you should fix the bust random 8 took up however, and maybe decrease the clock timer a little bit. This one has made me want to experiment with the counter myself :P

 

MARINE SCIENCE MUSEUM

 

Again, very nice level to look at and play. I liked the fact that you could do the rooms in whatever order, so that when you slip up you don't necessarily have to start with the same room again. I think railroads are gonna be the new ice maze rooms :P Great level.

 

TRICKS AND TRADE

 

This is a fun level with some puzzles that are entertaining to solve. Not much more to say. Really great title also :lol:

 

EASTBOUND

 

Heres where my soft spot for titles get me, it made this level seem way more epic than it actually might be :P. I liked this one, even though I think there are some rooms that aren't very necessary. I think the last room with the railroads are just a puzzle where the difficulty is seeing where the track goes, and as such, not very interesting (this is more a issue I have with the railroad tracks in general, however)

 

WITHERED SAVANNA

 

I thought this level was kinda annoying to look at. I get what the purpose of it was, but I didn't enjoy it as much as the others.

 

DISCOVERY BAY

 

This, as contrast was much nicer to look at. Cool level, even though I didn't expect it to be as linear as it was at first. Still had a good time with it.

 

CASPER

 

This level was great. Ghost levels are great in that they both are fun to design and to play, at least so far in my experience. I think the time limit may have been a little tight, given that I often ran out of time exactly when I was pausing to think of where to go next. But that might just be me. Stellar level.

 

DIMENSIONAL DELETION

 

Was a bit tedious in my opinion. My least favorite.

 

ECTOPLASM

 

Great level! This level had a great blend of difficult-when-you-look-at-them-puzzles-but-easy-once-you-get-your-head-around-them (whew!). I think the blob room could have had a bit fewer blobs however, so that it's faster to slog through. But this was one of my definite favorites. Had a lot of fun with it.

 

CONVERSATION OF KEYS

 

Personally, not a big fan of levels where there's a maze of keys and you're supposed to pick up as few of them as you can. I didn't finish it, so I don't have any feedback for it.

 

 

Overall, there were a lot of enjoyable levels in your set so far, and quite a bit of aesthetically pleasing levels. I had a great time playing through it. The only levels where I had to stop and think was POISON BACKYARD and CASPER, the other levels was pretty easy to figure out. Not saying it's a good or bad thing, just my experience with them.

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Thanks for your bust reports and feedback, random 8 and Pulluxx! I have made all the fixes that I have been presented with so far and will update when I get around to adding more levels. :)

 

DIMENSIONAL DELETION

 

Was a bit tedious in my opinion. My least favorite.

 

CONVERSATION OF KEYS

 

Personally, not a big fan of levels where there's a maze of keys and you're supposed to pick up as few of them as you can. I didn't finish it, so I don't have any feedback for it.

 

 

Like I said, I originally was going to make DIMENSIONAL DELETION a 50 x 50 level. If you think it's still tedious being a 10 x 10 level, well I can't do much about that :) Sorry to hear it's your least favorite I thought the concept was pretty cool.

 

As for CONSERVATION OF KEYS, it really isn't that difficult of a level and pretty easy to solve.

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A really nice level set with some great levels.
Included replays would imo be a nice thing.

Let's have a look at the levels:
The rating CDEF, C=how much I like the concept, D=difficulty of figuring out what to do (i.e. puzzle), E=difficulty of executing solution (i.e. action), F=how much fun I had playing it, is subjective and just a just a comparison among different levels in this set.

01 PoisonBackyard
Nice level, and not too difficult, but the tight time limit makes a first try really hard. I would prefer 50 seconds more for such a level. Not quite sure why the green key has to be hidden as well...
CDEF 4323

02 GreenAppleHarvest
A lot of relatively  precise timing and monster dodging, imo to long to be fun.
CDEF 1151

03 BlockTug
A really beautiful level, quite easy, but minor thing,  the ways the blocks have to be moved could be shorter for my taste.
CDEF 2112

04 Minions
A really fun to play level :)
CDEF 3225

05 TempleBypass
A nice little level.
CDEF 3223

06 ClockExperiment
The force floor part at the start is a bit annoying, depending on when you push the blocks exactly, it is either easy to pull or push them off, or really hard for some reason, but other than this, which has not too much to do with the level design, a good solid level.
CDEF 2242

07 MarineScienceMuseum
Really liked the bottom two puzzles, the left one took me quite a while to figure out what you are supposed to do.
CDEF 5524

08 TricksandTrade
Found the starting puzzle really good.
CDEF 4313

09 Eastbound
Some nice puzzles, but really long for the amount you can screw up.
Since already in other posts described, busted, no rating.

10 WitheredSavanna
The used tiles / colors make this level harder and more confusing than necessary, and too much monster dodging for me.
CDEF 1451

11 DiscoveryBay
A really beautiful designed level (Y)
CDEF 4314

12 Casper
A bit surprised to read what other people think about this one. Found it relatively straight forward, to find out what to do, and therefor probably didn't noticed anything about the time limit. A really nice level.
CDEF 4323

13 DimensionalDeletion
Interesting concept for a small level, but not enough time to be a fun level. If it should be fun to play, it needs probably at least 30 seconds more on the clock.
CDEF 2151

14 Ectoplasm
Some really tricky puzzles, some solved via trial and error. Really nice level :)
CDEF 4543

15 ConservationOfKeys
In a way, more a simple bonus level, yet a fun concept.
CDEF 2113

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Okay version 1.1 has been released. This includes 5 new levels and the following levels have been fixed:

 

Minions - minor bust fixed
Temple Bypass - removed unnecessary ice skates
Clock Experiment - counter timer lowered and fixed all busts
Eastbound - replaced yellow keys with male only signs to prevent major bust
Withered Savanna - added thin walls around the ending section to prevent bust
Casper - increased time limit to 250
Dimensional Deletion - increased time limit to 125
Ectoplasm - removed unnecessary ice block in SE and changed blobs behavior to be more random

 

Enjoy and thanks for all the feedback in advance!

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f9mR14I.png

 

Here's a preview of one of the levels you'll be able to play in the next update of this set! I am particularly proud of this one.

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Alright I just released version 1.2 :) this update includes 10 new levels! I didn't receive any feedback on the levels that were added in 1.1 so hopefully there were no issues with those that I missed!

 

I also discovered from version 1.1 that level 6 became unsolvable and level 9 still had a minor bust, both which I fixed. Thanks to random 8 for notifying me on those. Otherwise enjoy!

 

Edit: Update to 1.2.1 due to an unsolvable portion of level 24 that I missed. I also took the liberty of making that level untimed, since it's the only 100 x 100 level in the set.

Edited by Flareon350

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so a little feedback:

 

1. My aren't we annoying with the oobleck?  Good level!
2. Daaaaaang.  Good idea but hard to navigate.
3. Well I didn't WANT to learn how to use the hook, but I did.
4. Love it!  A Chip cloner!
5. Ehhhhhhxcellent!  Nice use of key on door.

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Some really nice new levels :)
One thing I have to point out again, there are no replays included, which I really would prefer, since this way it can't happen that levels are unsolvable which really ruins the experience, and in some levels I'm not sure if my solutions are the intended ones, but can't really tell to the lack of any reference. And there is really no disadvantage of adding replays, so I would really like to see added in the future :rolleyes:

16 GLASSACRE
I like the concept and the level. Some paths to push blocks around are a bit long, but that's just a minor point.

17 LOOT
A nice small fun to play level :)

18 DETONATOR FEVER
Nice concept, and I like the long time limit, especially since dropping the boots accidental leads most likely to death and no more destruction or fire :flareon:

19 ELECTRIC PHASE
A nice little teamwork level. Don't really know the purpose of the flame throwers, since you have fire boots, but who cares, I liked the level.

20 ANONYMOUS GENERATION
The visual appearance of this level is really confusing, and the time limit imo way to short. Didn't finish this one.

21 SQUARED IN A CIRCLE
An easy fun to play block pushing level :)

22 LUMINOUS CAVE
Probably my favorite of the new levels  (Y)  Feels like a nice blue wall maze combined with rails. Really fun to play. That you just need four red keys feels a bit busted, but I can't really tell, but a replay would have helped to see if this is intended.

23 RUNNER UP
Even if I normally don't like a lot of precision direction-changing with speed boots, it was short enough and the time limit generous enough to be fun.

24 VOLCANIC WASTELAND
Luckily I did not invest to must time in this one, since I saw today, it is unsolvable. The 16 minutes time limit was way to short for such an huge epic level, so being untimed is definitely better.

25 LIKE SPINNING PLATES
A nice easy aoe puzzle :)

26 MECHANICAL KINGDOM
It starts with a nice little sokoban, and I really like these type of puzzles, but the visual appearance made it ways harder than it normally would have been (too many panel walls). Getting the timing right for the first yellow tank was a bit annoying, but not too much. Over all, top level, really liked it (Y)

27 FROZEN LABYRINTH
A nice fun to play maze with interesting shortcuts B)

28 IRIDESCENT
Too much hidden information for me. Since it's mainly trial and error up to the point where you find more hidden information and more parts with trial and error, I didn't invest too much time in trying to find a solution.

29 SLIME AQUARIUM
I generally don't like slimes and this level with a lot them makes no exception.

30 DUST PUZZLE
It feels like it's intentionally designed in a way that you screw up over and over again by trapping yourself or get killed (especially since the time limit would be way to short if it's a puzzle level), otherwise I would say, some parts are just bad designed as the consequences of what you are doing or not doing are not always visible (sometimes exactly one tile out of sight, which as well leads me believe it's intentional), but anyhow this way (mostly trial and error) it's not that fun to play or a nice puzzle level, even if the first appearance or the title leads you to believe in that. However I really like some of the dirt interactions in this level, and the the idea of the level in this regard.

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Thanks for your feedback once again, H! I'm glad you enjoyed most the levels :) let me clarify some points you brought up though.

 

One thing I have to point out again, there are no replays included, which I really would prefer, since this way it can't happen that levels are unsolvable which really ruins the experience, and in some levels I'm not sure if my solutions are the intended ones, but can't really tell to the lack of any reference. And there is really no disadvantage of adding replays, so I would really like to see added in the future :rolleyes:

 

I saw that the first time you mentioned it and I'm choosing not to include replays at this time simply because I want players to figure out the levels for themselves, especially since majority of them aren't too hard to figure out. Perhaps I'll include replays of 10 random levels as I update the set with more levels, since I don't want to ignore your point either.

 

 

19 ELECTRIC PHASE
A nice little teamwork level. Don't really know the purpose of the flame throwers, since you have fire boots, but who cares, I liked the level.

20 ANONYMOUS GENERATION
The visual appearance of this level is really confusing, and the time limit imo way to short. Didn't finish this one.

22 LUMINOUS CAVE
Probably my favorite of the new levels  (Y)  Feels like a nice blue wall maze combined with rails. Really fun to play. That you just need four red keys feels a bit busted, but I can't really tell, but a replay would have helped to see if this is intended.

24 VOLCANIC WASTELAND
Luckily I did not invest to must time in this one, since I saw today, it is unsolvable. The 16 minutes time limit was way to short for such an huge epic level, so being untimed is definitely better.

28 IRIDESCENT
Too much hidden information for me. Since it's mainly trial and error up to the point where you find more hidden information and more parts with trial and error, I didn't invest too much time in trying to find a solution.

29 SLIME AQUARIUM
I generally don't like slimes and this level with a lot them makes no exception.

30 DUST PUZZLE
It feels like it's intentionally designed in a way that you screw up over and over again by trapping yourself or get killed (especially since the time limit would be way to short if it's a puzzle level), otherwise I would say, some parts are just bad designed as the consequences of what you are doing or not doing are not always visible (sometimes exactly one tile out of sight, which as well leads me believe it's intentional), but anyhow this way (mostly trial and error) it's not that fun to play or a nice puzzle level, even if the first appearance or the title leads you to believe in that. However I really like some of the dirt interactions in this level, and the the idea of the level in this regard.

 

19 I didn't even notice that. I'll attend to that matter in an update. Glad you enjoyed it though!

 

20 I thought 300 seconds was more than enough time, since it's just a maze but I see the issue you have and I'll consider upping the time 50 seconds or so. That is the point of the level though. :P

 

22 You're suppose to have all 8 red keys in the intended solution. I see the problem with said bust and I will fix it in an update. Might lower the time limit a bit as well.

 

24 Well it is solvable and I removed the time limit as well as of 1.2.1. I apologize in advance if there's too much dodging.

 

28 I actually discovered this level is unsolvable as it is of now anyway so I'm glad you didn't waste too much time. Though like most my levels, this one is pretty straightforward. Though I see where you are getting at and there really isn't much I can do about that, I don't think. But to be honest, I might trash this level because I personally am not happy with it myself.

 

29 Sorry to hear that. I figured having no time limit would bring players at ease with the blobs, as well as having minimal dodging with them. (I don't think there's a lot of blobs though)

 

30 I'm not sure where you're getting at with your review of the level but from what I can see, it is indeed a puzzle level. First, I'm actually a little displeased with this review, considering this is the level I spent the most time working on, only to be told it's not a good level at all. Second, I didn't design it to be strict or get yourself killed unfairly of any sorts and I apologize if that's what you think I did, but I'm not that type of designer. Yes there are some trial and error parts of the level, but that's what makes it a puzzle - you just have to figure it out. It's actually pretty straightforward once you get the idea of it and I was planning on moving this level towards the end of the set once I have an idea of where to stop it at. I solved this level with 166 seconds left remaining in case you're wondering, so if you still think I should up the time limit I will. But that will be available in an update as well.

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29 For a blob level, definitely one of the better kind, but I can't jump over my shadow, it will not get my favorite level :P

 

30 I did not say, that it's not a good level at all, I like a lot of interactions / small puzzles you came up with, however what I meant with not that nice puzzle level, is that there are some points where there is logical way to know what is coming up (you just can guess), and since there is way back from some of them, no way to solve the puzzle logically (e.g. the top left corner, there is no way to know, that the flame thrower will go on, if you are not fast enough). An idea for a pretty easy fix to the points addressed would be, move the whole level one tile down and right, and give the player with this a path around the upcoming puzzle, separated by panel walls, before he or she enters at the current starting position; this might not be the most elegant solution, but would in my opinion make the playing experience way better, as it removes the guess work.

I think the time limit in a puzzle level should not be how long it takes you to solve the level if you know the solution, it should orientate itself on how long you need to find the solution and execute it, so a higher time limit is imo definitely preferred.

With these changes it would definitely be one of my favorite levels B)

 

And last but not least, I don't want to force you in any ways to include replays, and of course I don't have any right to in any way. It's just my opinion among many others, which might not agree with my thoughts. So feel free to ignore my point ;)(And of course not just in this regard, this applies to everything I wrote...)

I think however, that most people playing custom sets will have fun in solving the levels and puzzles them self, otherwise, where is the point in playing the sets in the first place - so the argument of giving solutions away is not that strong. If someone get's stuck completely and looks up a part of a solution or the whole one, it's imo nothing too bad either, at worst, they are ruining their own fun...

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(there is no way to know, that the flame thrower will go on, if you are not fast enough). An idea for a pretty easy fix to the points addressed would be, move the whole level one tile down and right, and give the player with this a path around the upcoming puzzle, separated by panel walls, before he or she enters at the current starting position; this might not be the most elegant solution, but would in my opinion make the playing experience way better, as it removes the guess work.

I think the time limit in a puzzle level should not be how long it takes you to solve the level if you know the solution, it should orientate itself on how long you need to find the solution and execute it, so a higher time limit is imo definitely preferred.

With these changes it would definitely be one of my favorite levels B)

 

You can see the flamethrower will turn on, without the worry of being killed as it stands now though. I don't really see how I can move the whole level one tile down and right because that would require a lot of fixes with the wires and such. Actually the whole level would have to be rebuilt if I did this and I don't think I wanna go through the trouble of doing so. I guess I can expand it by 1 x 1 so the borders can be walked on, portions of the level can be seen from the start if that helps but that's the best I can come up with.

 

I will add replays in the future don't worry :) I just want to encourage players to try to solve levels on their own. If one really needs help, they can ask me :)

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In the editor the pink/violet tool (next to the wire tool) is the marker to select an area, and the next click or clicks will insert the whole area at the new position like a single tile (useful to reposition like here, fill bigger areas, or copy between different levels) :)

I did not encounter any problems with wires, even after using it a lot in my own levels...

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Yeah I know what that tool does I've used it before. But I just realized that I made the level view window 9 x 9. I think fixing it to be viewed with a 10 x 10 will fix all the issues :) But I'll still up the time limit a bit.

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