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| You Break It, You Buy It |
Tue 22 Mar 2005 14:58 |
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<Max> Cool! |
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| North and South |
Tue 22 Mar 2005 14:57 |
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<jcreed> (SPOILER) Yes, those are just there for symmetry's sake. |
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| Grand Prix (v2) |
Tue 22 Mar 2005 14:57 |
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<Joshua Bone> A very well-built level. Haven't finished it yet, as my cars are going around in circles within a few spaces of the finish line... *sigh* |
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| Needle or a Haystack |
Tue 22 Mar 2005 14:53 |
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<Doom> (SPOILER) Cook: It's possible to move something from the upper side into the button on the lower side and exit easily. |
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| North and South |
Tue 22 Mar 2005 14:38 |
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<Max> (SPOILER) This one certainly is a little mind-bending. I didn't use the four steel at the bottom--are those red herrings? |
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| Crown Jewels |
Tue 22 Mar 2005 14:18 |
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<Max> Very nice. |
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| Grand Prix (v2) |
Tue 22 Mar 2005 13:42 |
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<Max> Man, I can't get both of them to the bottom left. This is really hard! |
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| Dalek Research Lab |
Tue 22 Mar 2005 13:11 |
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<Max> Wow, this is amazing -- I really can't believe it's possible. |
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| Grand Prix (v2) |
Tue 22 Mar 2005 10:24 |
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<Tom 7> Man, so close... |
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| Imaginary Level |
Tue 22 Mar 2005 08:58 |
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<Joshua Bone> Well done! Very imaginative. |
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| Time Bomb |
Mon 21 Mar 2005 23:10 |
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<Tom 7> (SPOILER) Huh, your solution is a bit faster than mine, but I didn't spend any time optimizing it before setting the timer. Anyway, I didn't want to be too cruel. ;) |
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| The Warden's Spotted Us, Hugbot |
Mon 21 Mar 2005 23:03 |
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<Max> (SPOILER) Er, I mean "'blockless' PANEL activation..."
<Max> (SPOILER) Nice. Focused, challenging and enjoyable. I like how "blockless" tile activation is becoming a viable part of the Escape canon. |
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| Run! Killer Hugbot |
Mon 21 Mar 2005 21:49 |
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<Max> This was definitely trickier than I thought it would be. |
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| Time Bomb |
Mon 21 Mar 2005 21:39 |
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<Max> I love the concept of this one -- the timing mechanism is beautiful. As tricky as it is, it could have been wickedly rigid, though. I had 225 moves and I know I made a few slip-ups and could have chosen more efficient methods. |
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| Dalek Research Lab |
Mon 21 Mar 2005 21:10 |
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<Max> Jeez! |
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| Get Off My Back |
Mon 21 Mar 2005 20:04 |
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<Max> Man, why are robots so hard?! All these new robot levels are really bothering me. Is there an "Initialize Robot Self-Destruct Sequence" hotkey that I'm missing or something? |
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| Knight's Tour |
Mon 21 Mar 2005 19:39 |
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<Tom 7> And my second, which I was much more careful about... |
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| Imaginary Level |
Mon 21 Mar 2005 18:06 |
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<jcreed> I AM INDYVISIBLE
<Max> Thanks! |
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| Knight's Tour |
Mon 21 Mar 2005 17:01 |
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<Tom 7> Dammit, it turns out my paper solution had two cycles, not one. ;) |
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| Imaginary Level |
Mon 21 Mar 2005 17:00 |
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<Tom 7> Brilliant! |
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| Combination Lock |
Mon 21 Mar 2005 15:58 |
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<Joshua Bone> The potential is definitely there to make a horribly difficult puzzle out of this. The problem is that the player would most likely need to use brute force to find a solution, and I don't particularly care for overly "guess and check" type levels.
<jcreed> Not nearly as hard as it is intimidating. |
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| The Yellow Room |
Mon 21 Mar 2005 00:39 |
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<Max> Ahem, but isn't this pretty much "Sumo Wrestling..." with electricity instead of laser-panels? |
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