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| Still Crossing (mod) (fixed) |
Sun 17 Jan 2010 17:55 |
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<radiant> (SPOILER) Added speedrun: 13 moves (old: 32).
Better yet... |
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| Still Crossing (mod) |
Sun 17 Jan 2010 17:38 |
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<radiant> (SPOILER) Added speedrun: 14 moves (old: 32).
lulz
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| Security Vs. Theif |
Sun 17 Jan 2010 15:09 |
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<LeafGuard> (SPOILER) Nice Super Run. Not a cook. |
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| Still Crossing |
Sun 17 Jan 2010 14:50 |
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<radiant> (SPOILER) Added speedrun: 14 moves (old: 28).
I don't think this is much of a puzzle... |
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| Rubish Tin |
Sun 17 Jan 2010 12:27 |
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<radiant> (SPOILER) Added speedrun: 437 moves (old: 490).
Why do I keep solving levels in 437 moves? |
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| Bots Shoting |
Sun 17 Jan 2010 06:41 |
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<Sulnudu> (SPOILER) Added speedrun: 104 moves (old: 111).
Certainly not the optimal solution...
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| Security Troop |
Tue 12 Jan 2010 23:56 |
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<wowei> (SPOILER) the rotating assembly-lines look lovely. imho the intended solution is 2 style points worse than the cook. pushing things around endlessly neither improves difficulty nor does it make things more interesting, the opposite is true. |
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| Electrons |
Tue 12 Jan 2010 21:45 |
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<radiant> (SPOILER) Added speedrun: 2028 moves (old: 2192).
Yet another level on which to reconsider the statement "If it's so annoying that it breaks difficulty 3 on that reason alone, it won't get sent to the minors." |
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| Security Troop |
Tue 12 Jan 2010 21:08 |
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<radiant> (SPOILER) Added speedrun: 327 moves (old: 1131).
2 bots |
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| Fry in the Pan |
Mon 11 Jan 2010 09:36 |
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<wowei>
a fine candidate for worst level ever. maybe this one is the most ridiculous so far. randomness and tries of hiding information dont substitute a clear and nice concept. I solved this in 2970 moves, and I definately dont want to play it again. |
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| Complex - 1 |
Mon 11 Jan 2010 09:33 |
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<wowei> glad, that i'm not the only one who is missing the fun in such levels. Not a single riddle to solve here and definately not amusing. Carlin JS, some of your first levels looked very promising but then you decided to produce rubbish only. |
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| electric lessons/hazards #1 |
Mon 11 Jan 2010 03:53 |
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<mewada> (SPOILER) Cook: mewada |
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| Complex - 1 |
Sun 10 Jan 2010 20:10 |
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<mm> Argh... :-( And again: thousends of moves... What for? => For no reason at all! Wow!
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| save the bunker!!! |
Sun 10 Jan 2010 19:03 |
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<LIL GANGSTA > (SPOILER) Added speedrun: 33 moves (old: 36).
oh my...i got a speed record! LOL |
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| Make the Work! |
Sun 10 Jan 2010 04:53 |
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<radiant> (SPOILER) Added speedrun: 607 moves (old: 2740).
heart framers don't work that way, either |
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| circut square |
Sat 09 Jan 2010 13:38 |
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<radiant> (SPOILER) Added speedrun: 51 moves (old: 53).
Why do I have bombs again? |
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| the real epic... |
Sat 09 Jan 2010 13:27 |
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<radiant> (SPOILER) Added speedrun: 100 moves (old: 106).
Better yet, hugbots are good for something. |
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| Confusion in the Tennis |
Sat 09 Jan 2010 05:34 |
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<radiant> (SPOILER) Added speedrun: 220 moves (old: 257).
Just because the design space of "flip the playing area all the time" has been opened, doesn't mean it needs to be a part of every new level whether it has merit or not. |
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| sundays walk with many twists |
Wed 06 Jan 2010 17:02 |
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<wowei> (SPOILER) Your Highness ;) , I am flattered. JL not exactly red herrings in here, it's only stuff that isn't used on sundays.
i dont know, if swapping almost the whole grid is very unique. doing it in every horizontal step maybe unique, and a bit annoying too :p - like a strobo-disco-flashlight. nevertheless here it gives some new possibilities perhaps in how some tiles are handled.
<mm> Excellent level, thank's Wowei! |
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| workdays rush |
Mon 04 Jan 2010 07:26 |
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<radiant> (SPOILER) Didn't use red block. |
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| sundays walk with many twists |
Sun 03 Jan 2010 23:26 |
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<John Lewis> (SPOILER) Yay, a level that's actually original, for once!
I gotta say - I love this concept a lot. It took a while to get used to the navigation, but after discovering the secret of the panel below the laser on the far left and how to get to it, solving wasn't terribly difficult. The objects on the right side were a brilliant red herring, though! I'm assuming they're used in the follow-up level, seeing as there's no panel?
I've decided to refrain from uploading any new levels until I can come up with an interesting idea or just something plain fun to play. This level is a great example of how to use all the elements of the game to come up with something unique. :) |
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| The exit that didn't work! |
Sun 03 Jan 2010 16:26 |
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<N7DOT> No changes to the positions of anything! |
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| Funnel |
Sat 02 Jan 2010 19:45 |
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<radiant> (SPOILER) Added speedrun: 389 moves (old: 4655).
If this level weren't cookable, it'd be downright awful to play. |
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| Which exit works? |
Sat 02 Jan 2010 16:23 |
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<N7DOT> (SPOILER) Added solution "Every door can be entered":
New proof every door can be entered. All the Doors Work. Ta-da. |
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