Thanks for your reply and feedback
At this point, you ran into the drawback of submitting many entries.
That's true, I was aware of this drawback, and if someone wants to blame someone, of cause that's entirely my fault, yet I hope you had some fun playing through them
CC2 allows multiple hints so would it really have been difficult to say outright at the start that you don't want to collect chips unless you must? No, and it would have made the level stronger by taking an assumption and making it something known.
Thanks for your recommendation, I will make this change in the next version of the level
What if there was something essential under that block?
I generally don't like hidden information where knowledge about it is required to solve a level, so I do not use this type of hidden information in any single level. Neither is there a reason, to assume, the level would be badly designed, nor is it a good idea to destroy a block even if you assume otherwise, before exhausting all other options - but the argument doesn't work anyhow, as you could assume with this line of thinking, that there is fire or something else deadly under the block...
It happened to be points, so I assumed at the time that it was just a bonus and shortcut.
It's not shortcut, the path has exactly the same length as the one two tiles above, but yes, the whole point of being able to destroy the block is to get a bonus later on.
This level required thinking of which general area to place the teleport, which state the walls needed to be in, the toggles, the tanks, the traps, which exact tiles so that they can still be retrieved...
It is the longest level and not the easiest one, I included it more, to offer everything from easy mazes to a slightly tricky yellow teleport one.
Yet I think there is an important mechanic of yellow teleports which most players I saw (except Joshua Bone) seem to completely miss, you can step off yellow teleports in any direction you want, which is important because this means you can retrieve them almost always, except e.g. you are placing both not adjacent to at least a single wall...
It's actually really hard to cook a level this way, out of the 14 possible combinations if one teleport is adjacent to at least one wall, the other one not, every single one is retrievable, if one is adjacent to one wall, there are 52 combinations which work perfectly fine and just 4 which potentially cook the level etc.
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At this point, you ran into the drawback of submitting many entries.
That's true, I was aware of this drawback, and if someone wants to blame someone, of cause that's entirely my fault, yet I hope you had some fun playing through them
CC2 allows multiple hints so would it really have been difficult to say outright at the start that you don't want to collect chips unless you must? No, and it would have made the level stronger by taking an assumption and making it something known.
Thanks for your recommendation, I will make this change in the next version of the level
What if there was something essential under that block?
I generally don't like hidden information where knowledge about it is required to solve a level, so I do not use this type of hidden information in any single level. Neither is there a reason, to assume, the level would be badly designed, nor is it a good idea to destroy a block even if you assume otherwise, before exhausting all other options - but the argument doesn't work anyhow, as you could assume with this line of thinking, that there is fire or something else deadly under the block...
It happened to be points, so I assumed at the time that it was just a bonus and shortcut.
It's not shortcut, the path has exactly the same length as the one two tiles above, but yes, the whole point of being able to destroy the block is to get a bonus later on.
This level required thinking of which general area to place the teleport, which state the walls needed to be in, the toggles, the tanks, the traps, which exact tiles so that they can still be retrieved...
It is the longest level and not the easiest one, I included it more, to offer everything from easy mazes to a slightly tricky yellow teleport one.
Yet I think there is an important mechanic of yellow teleports which most players I saw (except Joshua Bone) seem to completely miss, you can step off yellow teleports in any direction you want, which is important because this means you can retrieve them almost always, except e.g. you are placing both not adjacent to at least a single wall...
It's actually really hard to cook a level this way, out of the 14 possible combinations if one teleport is adjacent to at least one wall, the other one not, every single one is retrievable, if one is adjacent to one wall, there are 52 combinations which work perfectly fine and just 4 which potentially cook the level etc.
Workshop: Mind Games ++ Test Subject Chip and Melinda Bizarr Chicken Burger
Sets: Mind Games 500
Legacy: GM5 Explorer's Delight Rising
Sets: Mind Games 500
Legacy: GM5 Explorer's Delight Rising