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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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| Electric Project |
Sat 02 Jan 2010 11:46 |
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<Carlin> It does be. When I created this level, I forgot about this detail.
<radiant> Cook: Looking at the original solution, I can see it doesn't take into account the fact that transponders can see over black squares. |
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| Hearts in the Blocks |
Wed 30 Dec 2009 12:33 |
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<radiant> (SPOILER) Added speedrun: 189 moves (old: 239).
okay, so now that I'm not clearing all lanes
<radiant> (SPOILER) (note: speedrun of 347 moves didn't break record; not added)
Why does that remote at the top hit a floor space instead of the laser two tiles above it?
For that matter, why are there even remotes that reveal lasers? It's not good design in this type of level, especially when the lasers can be ignored even when they are revealed. |
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| Defense Circles |
Tue 29 Dec 2009 18:18 |
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<Carlin> Ok, Radiant. Thank you. Your opinion is useful and welcome.
<radiant> This type of design has potential if there are some minor tweaks between rooms (see "Figure 3.1" or "Again and again" for levels that manage to pull this off), but if it's just the same puzzle repeated then there's no point. And no, rotation doesn't change the level at all unless there are hugbots or daleks involved. |
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| Big Bang |
Mon 28 Dec 2009 07:35 |
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<radiant> (SPOILER) Added speedrun: 453 moves (old: 652).
probably bad |
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| Squeezed Sokobon 2 |
Sun 27 Dec 2009 10:51 |
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<sylvano> (SPOILER) Cook: did not need to fill all dots to get to the last one
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| my 4 wolds |
Sat 26 Dec 2009 20:06 |
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<radiant> I'm not sure you know what you're getting into, but Escape falls under a concept of difficulty called "NP-hard," and it basically means that an automatic level solver isn't going to be feasible.
Besides, being unable to save other people's levels defeats the whle point.
<devin> Ctrl+M but without solving the level andas i said
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But that will include making levels by people not saveable
Also it will find solutions Computer-Activated
<Delvin> You mean something like Ctrl+M which displays the list of solutions for the selected level? All levels have a solution (with a few exceptions in the quarantine), since solving a level is a requirement for uploading it.
<devin> For Tom 8 - This is just a suggestion : i think there should be a Solution Find icon for levels that are made by yourself so i can find if there really is asolution. But that will have to include making levels by other people not saveable. |
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| Claustrophobia/Panel Abuse |
Sat 26 Dec 2009 13:59 |
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<isaiah> (SPOILER) HA!!!!I BEAT IT HA HA HA HA HA!!!!!!!! |
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| Pretty Woman |
Sat 26 Dec 2009 11:00 |
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<radiant> (SPOILER) Added speedrun: 224 moves (old: 236).
(Or not, if everyone else thinks enough style points of it.) |
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