26-Jun-2015, 12:57 PM
Thanks a lot for your feedback!
That's probably a good idea, I added generous time limits to all the levels except the final.
You are right in every point. Removed the gimmick. Somehow when building the level, it felt like there should be something more than just the exit after the trap, but removed the mini maze now, since I anyhow never was convinced by it.
Finished the second yellow tank level (MORE TANKS) and included it now as well.
Quote:
Single biggest change I'd make is to add generous time limits to all of these (I usually go with about 2 or 2.5x the time it takes me to solve it). My feeling is that generally within the CC community all levels have time limits unless they are really super long and difficult, or else have lots of random blob activity. This is to give the levels maximum replay value by encouraging the optimizer crowd to spend time on your levels.
That's probably a good idea, I added generous time limits to all the levels except the final.
Quote:13 TANKS
I really like this concept of stringing yellow tanks along in small grouped commands. However, I think this level loses style points in relying on the player to understand that one of the East moves will be ignored while the tank is in the teleport, i.e. the first time the tank moves right it moves 3 squares plus the teleport, while the second it only moves 2. I got it just fine but someone less familiar with the nuances of the game might not get it. Blue wall maze at the end? Why? It’s not bad at all, just feels mildly out of place.
CDEF 5413 (edit: changes will be released next version)
You are right in every point. Removed the gimmick. Somehow when building the level, it felt like there should be something more than just the exit after the trap, but removed the mini maze now, since I anyhow never was convinced by it.
Finished the second yellow tank level (MORE TANKS) and included it now as well.