THE NIGHT WOUNDS TIME and CUBICLES Review - Mobius I
#1
A little bit of insomnia has me up and playing more into Mobius' excellent level set.



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THE NIGHT WOUNDS TIME - Mobius 1 - Level 9 - Mobius/Markus

Time - 0 Chips - 3 Size: 30x30

Concept: (2/5) This is a level that shows how quality design can redeem an otherwise uninteresting concept. Chip starts in a 3x3 square room with four water-filled hallways leading outwards in the cardinal directions. Clone machines periodically create dirt blocks at the start of each hallway allowing the player to fill in the water, collect the three chips, and exit.

Design: (5/5) The real interest to the level is in the four Rube Goldberg style mechanisms that trigger the clone machines at periodic intervals. Each mechanism is inaccessible to Chip but is partially viewable during gameplay. These totally unnecessary additions are quite interesting to watch! I like that the four water hallways have lengths corresponding to the frequency that each dirt block is cloned. I also like the very pleasing color scheme.

Action Difficulty: (2/5) No significant dodging, but the possibility exists of having a block cloned on top of you if not careful.

Puzzle Difficulty: (2/5) The central 3x3 room allows you some forgiveness if a block clones while you're in a hallway. The hallway leading to the exit could lead to an easy cook if you filled in all the water without having all the chips yet, and then had a block clone between you and the exit.

Fun: (4/5) The gameplay by itself would make for a pretty flat level, but the pace of the block cloning is perfect (just enough to keep you busy) and the four timer mechanisms are very clever and fun to watch.

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CUBICLES - Mobius I - Level 10 - Mobius

Time: 300 Chips: 1 Size: 20x20

Concept: (4/5) It's an nice compact puzzle with some creative item swapping and some easy bonuses.

Design: (4/5) The layout is a central crosshairs with 3x3 square rooms at each corner. The vertical hallway has a tank puzzle which needs to be put into several states throughout the level. The horizontal hallway has a fireball which can toggle the green button when the tanks aren't blocking it. Each of the four square rooms contain standard itemswapping puzzles.

Action Difficulty: (2/5) The fireball in the horizontal room presents a minor dodging challenge.

Puzzle Difficulty: (3/5) It's probably worthy of placement in the 50's or 60's of the main game.

Fun: (5/5) It's really a great little level. Solvable on the first try and difficult to cook, but I found there was plenty of variety and interest.

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My CC1 custom levelset, JoshuaBoneLP.dat
My 'Walls of CC1' custom levelset for CC2, JBoneWOCC.zip, containing levels based on the first 28 levels of CC1.
My CC2 misfit levels, JBoneMisfits.zip, containing 4 levels that didn't fit anywhere else.
Designer totals:
15 levels in CCLP3
52 levels in CC2
Public Apology: I'm very, very sorry about HAUNTED CASTLE, ANTARCTICA, and the endings on VENICE and THINKTANK.
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