Which tile would you eliminate? (A shameless rip-off thread)
#25
Hmmm...

Blue walls, hidden walls, and invisible walls can be a bit frustrating sometimes, but each type has its own uses and they can make for interesting levels. Also, it can feel somewhat satisfying to clear away fake blue walls and thereby literally see progress being made.

Hints are useful for explaining unusual design concepts and some level mechanics that may be difficult for the player to figure out on his/her own (such as trap/clone connections).

Without two different types of toggle walls, we wouldn't have Oorto Geld! Actually, toggle walls in general would be much less of an obstacle with only one type. (Think about how the east side of Lesson 4 would work with only one type of toggle wall.)

My vote for the tile to remove goes to, as so many others have chosen before me, random force floors. They're definitely the (valid) tile I use the least. For the most part, they just annoy the player; they don't properly provide the functions of directional force floors, which include the ability to make one-way passages and seal off areas until Chip has suction boots. Also, they make going for bold times luck-dependent and create problems with compatibility between rulesets (not only blocking monsters in MS but also not being truly random in Lynx).
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Which tile would you eliminate? (A shameless rip-off thread) - by ajmiam - 24-Feb-2012, 10:39 PM

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