Indy's Walls of CCLP1 Discussion
#4
Some fun levels here. They were pretty, not too hard and yet clever. A few comments...

#1 (Delicate Industry) - This is the type of hint I find unnecessary. I don't need to know there are suction boots under those blocks, as I'll find out when looking under them is the only possible thing to try. (Also, that is the sort of feedback I hate giving because it focuses on something minor in a level, giving the impression that it's really important. I enjoyed both the actual puzzles in the level.)
#3 (Trick and Treat) - maybe just a bit too simple. What if you had some blocks and bombs in the corner rooms to move around, a bit like one of the earlier versions you posted a screenshot of, so it's a combination of the two ideas, pop-ups + blocks?
#4 (Citrus Forest) - I'd increase the time limit more from 400, maybe even have it untimed. This is not the type of level you want to have someone play over again if they get lost and die to the time. If they have trouble navigating this in the first place, they'll hate to do it again. And it is possible to get lost here because the tiles that had chips might be mistaken for a wall.
#5 (Parallel Universe) - Wait what? Looking in the editor was a surprise.
#6 (Blistered Remains) - Very nice.
#7 (Diamond in the Rough) - I was going to say, is it even possible to be killed by a fireball, since I just always followed a Glider, but I tried it and I guess it is. The task here is very simple but am not sure what you could add to make it more engaging.
#8 (Discombobulation Station) - Hidden hints are nice, but this feels off. The only real mechanism in the level is for a hint, when this could have been a puzzle required to solve the level. Even just having chips under these two blocks, and maybe surrounding them with thieves to force the player to push a block into the trap and then open it. Or leave it as it is, just throwing ideas at you.
#9 (Laughing All the Way to the Tank) - This one felt like a winner.
#10 (Triple Trouble) - Nice, but again a bit simple for my liking. For example, there was never a moment when I should have picked up more than the minimum amount of boots required to pick up a chip. Not sure if the puzzle would be enjoyable though if you'd have to think ahead more than one chip.
#11 (Festive Lights) - When playing this, I wasn't sure if I'd have to be super careful with the number of keys I had, particularly since the hint told me exactly how many would be available. I'm glad not all nearly all the keys were needed.
#12 (Ball Street) - I might like this more than the original. Due to block slapping, this is solvable with just a single block in Lynx, so if you want to require that you could add a mechanism that only gives you one block in Lynx (though you might lose the ability to reach the hidden hint). The simplest way to do this would be add a hint tile next to the block cloning button.
#14 (New Blob in Town) - I enjoyed this, but it did turn into a block pushing task instead of a blob fighting task. The sardine can puzzle was not worth it for me, I'd rather have some bombs to blow up where the chips are, cutting down on almost half the required block pushing.

#15 (Bad to the Bone) - Did you try in this Lynx? The timing against the balls in the lower area was much more difficult than in MS. You decide if you want to keep it, or experiment with something a bit different.
#17 & #18 - Already mentioned small problems with these levels on Discord. They both were fun to play though and I look forward to actually solving them.
#19 (Dystopia) - I really liked this. The puzzles didn't, however, seem to be of equal difficulty. I'd make the bottom one a bit tougher by maybe not have it be symmertic, or add in a few more closed toggle walls. Don't feel like you failed though, as this sort of puzzles require a lot of testing to find the best possible execution.
#20 (Exiled Warehouse) - I would have enjoyed this level more had it not required me to work through everything so linearly. And a minor gripe, you could add one more water tile to require the use of the last NE block. And is the pop-up under that one block really required when there are none elsewhere in the level? But overall a fun level, thanks!


I was lucky to have a bit of time to check this release. Thanks for sharing and keep them coming Slight smile
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Messages In This Thread
Indy's Walls of CCLP1 Discussion - by Indyindeed - 08-Oct-2018, 11:43 PM
Indy's Walls of CCLP1 Discussion - by mmoraleta - 09-Oct-2018, 12:43 AM
Indy's Walls of CCLP1 Discussion - by Indyindeed - 09-Oct-2018, 1:22 AM
Indy's Walls of CCLP1 Discussion - by M11k4 - 09-Oct-2018, 4:22 AM
Indy's Walls of CCLP1 Discussion - by mmoraleta - 09-Oct-2018, 12:36 PM
Indy's Walls of CCLP1 Discussion - by Indyindeed - 09-Oct-2018, 6:45 PM
Indy's Walls of CCLP1 Discussion - by Indyindeed - 19-Oct-2018, 4:02 PM
Indy's Walls of CCLP1 Discussion - by Indyindeed - 08-Dec-2018, 1:40 AM

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