16-Apr-2018, 5:57 AM
(This post was last modified: 16-Apr-2018, 5:58 AM by Flareon350.)
Quote:On 4/13/2018 at 10:29 PM, ajmiam said:
A few more comments from the levels I just played...
Level 18 (Cold Hard Chip): I liked the aesthetic of the hallways with ice tiles down the middle/a few branching off. The yellow key section was just intuitive enough for me to get it on the first try by process-of-elimination even though not everything was visible at the start, which felt good. Unfortunately I didn't realize that you absolutely have to enter the ice checkerboard section from the bottom-right, resulting in a surprise ambush by hidden walls:
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This was actually pointed out to me upon releasing the set but I didn't feel the need to change it because no one else seemed to go through that direction (at least no one really complained about it). Still don't to be honest because the level is open-ended enough elsewhere and well... not every single level needs to be solved the first try I realize it's technically unfair though so I apologize.
Quote:On 4/13/2018 at 10:29 PM, ajmiam said:
Level 20 (Fortune Ravine): Like the previous level, another nice themed campaign level, but here the theme was recessed walls. I think the difficulty was just right here for its place in the set and it very gradually sloped downwards (unlike the previous level which seemed to spike upwards around halfway through). There were a few places I wish I could have seen farther, but also could have probably avoided cooks if I'd been more careful. (The red/yellow/green key section looked like guesswork at first, but then I realized I could tell that the red key had to come before the yellow.) My favorite part was going through a bomb/recessed wall maze and then clearing out the bombs using a fireball cloner!
That bomb/recessed wall part is also my favorite part of the level. Glad you enjoyed it overall! Definitely one of my top favorites in the set.
Quote:On 4/13/2018 at 10:29 PM, ajmiam said:
Level 49 (Seven by Seven): One cool thing about this level was being able to see the whole thing, notice that there is no visible exit--and yet still I knew exactly where the exit had to be. (And I was right.) It turned out much simpler than I expected; I never had to use the trapped ball or the flippers for anything. Was that intended? Anyway, the nice thing about leaving the flippers untouched is that you avoid the "dumb Lynx ending" you mentioned in your designer comment (the tank doesn't need to be stopped on the button if the flippers are still there).
Yes everything you see there was intended in some shape or form. I did want it all to be part of the solution upon first designing it but as soon as I realized it wasn't necessary, I liked it so I kept it all in to kind of throw off the player. It worked in J.B.'s LP
While we're mentioning this level I might as well throw it out there that the 64 second solution (Hi Jeffrey) is pretty awesome.