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easy peasy Fri 08 Jun 2007 11:49
<Gil Anthony> 105 moves.This one is better than the last one.A few more blind alleys to watch out for.
 
Alternate Universe Fri 08 Jun 2007 04:06
<Swivel Maste> (SPOILER) You don't have to use all the buttons in the middle. Some will mess you up. So no, you didn't cook it :)
 
Autogenerated 002 Thu 07 Jun 2007 17:52
<Gil Anthony> the simple to confuse the wise.
 
too hard or too easy that is the question Thu 07 Jun 2007 17:30
<Gil Anthony> 116 moves after 4 or 5 tries.It's pretty easy if you've got the time.
 
Alternate Universe Thu 07 Jun 2007 14:55
<Tom 7> (SPOILER) I guess I cooked it a little by not using all the buttons.
<Tom 7> (SPOILER) Added speedrun: 447 moves (old: 488).
Improved a little.
<Tom 7> (SPOILER) Added speedrun: 488 moves (old: 551).
Seems to have more stuff than necessary...
 
Andromeda OMG! Thu 07 Jun 2007 14:17
<Tom 7> (SPOILER) Cook: Don't have to use the panels.
<mjn> (SPOILER) Cook: didn't use panels
 
Trigger Happy Thu 07 Jun 2007 02:16
<Josh> (SPOILER) Cook: fliped the exit door by very early on by skipping several steps.
 
Prioritize Wed 06 Jun 2007 22:54
<Swivel Maste> (SPOILER) I just watched the speedrun, MAJOR kudos on figuring out how to work it like that.
 
Trigger Happy Wed 06 Jun 2007 22:48
<Swivel Maste> Oh god I just watched the solution and I feel stupid :(
 
Trigger Happy Wed 06 Jun 2007 01:56
<Swivel Maste> Thanks! I wasn't sure how that feature worked or even where to look it up. I'll fix it and re-up the level.
 
Prioritize Wed 06 Jun 2007 00:25
<Tom 7> Yeah. Although I think most of the Escape experts prefer the levels that are just a hair short of impossible, and so we tend to make such levels almost exclusively, those levels are pretty inaccessible to beginners. I think it's important to have good levels at all difficulties, in order to allow beginners to improve their puzzling skills.
 
Ball Dispenser Tue 05 Jun 2007 22:59
<Eric119> (SPOILER) Added speedrun: 2627 moves (old: 3931).
I'm somewhat amazed this is a speedrun. Definately lots of room to improve.
<Milton> PS - not that it matters overmuch, but I was a bit surprised by the difficulty and style ratings. I think that some of you should really take an objective look at how you rate - if this level rates a difficulty of 2 and a style between 3 and 4, would it even be possible to rate a 9 on either according to your standard? I know it's just a game, but don't make giving low ratings a matter of pride because it really negates their usefulness for the rest of us . . .
<Milton> (SPOILER) Thanks. As I said, the main point was just the dispenser.

To be honest, by the time I had the mechanism down, I had lost some interest in further implementation. I basically just randomly added a bunch of colored switches, rough, and the yellow stuff (what's it called again?) and made sure it was solveable. I actually made a mistake with the one extra remote that appears - I had intended for it to actually do something, but I must have forgotten. But by the time I had finished solving it in 4000+ moves, I didn't feel like doing it over.

I agree that this level would be better with more care given to the lower portion and without the extra switches (sorry about that - I don't know what I was thinking). Maybe I'll redo it in a few days, but anyone else who wants to mess with it should feel free in the meantime.

FYI, the ordering of the bots is important, as I'm sure you can see when you think about it . . .
 
Prioritize Tue 05 Jun 2007 18:58
<Swivel Maste> Thanks Tom7 :) I like levels that aren't insanely hard but are just clever in a way that makes you go "oh, of course!" when you figure it out... instead of going "oh it's THAT stupid combination!" and slapping your forehead. I also like the idea of putting all the options right in front of the player from the outset and then letting the player figure out what order to go in.
 
Ball Dispenser Tue 05 Jun 2007 18:41
<mm> (SPOILER) The creation and idea of a dispenser is great! Concerning the level itself I agree with wowei.
<wowei> (SPOILER) Added speedrun: 3931 moves (old: 4214).
nice "suspenser"-mechanism, but a little loose. i also missed a little logic in deciding, what is a red herring and what is not.
 
Prioritize Tue 05 Jun 2007 11:35
<Tom 7> Easy, but good.
 
The POPE Code Tue 05 Jun 2007 00:16
<Eric119> (SPOILER) Added speedrun: 609 moves (old: 810).
Still room for some improvement I think.
<Tom 7> (SPOILER) Added speedrun: 810 moves (old: 833).
hmm
<Eric119> (SPOILER) Added speedrun: 833 moves (old: 898).
Um, yeah, what's the point of this level exactly? (Initial run, didn't try to optimize.)
 
Hardest IQ Carrier (EXPERTS ONLY!!!!!!!!) Mon 04 Jun 2007 17:07
<Tom 7> That is meant to be a compliment, of course. =)
 
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