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You Break It, You Buy It Tue 22 Mar 2005 14:58
<Max> Cool!
 
North and South Tue 22 Mar 2005 14:57
<jcreed> (SPOILER) Yes, those are just there for symmetry's sake.
 
Grand Prix (v2) Tue 22 Mar 2005 14:57
<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*
 
Needle or a Haystack Tue 22 Mar 2005 14:53
<Doom> (SPOILER) Cook: It's possible to move something from the upper side into the button on the lower side and exit easily.
 
North and South Tue 22 Mar 2005 14:38
<Max> (SPOILER) This one certainly is a little mind-bending. I didn't use the four steel at the bottom--are those red herrings?
 
Crown Jewels Tue 22 Mar 2005 14:18
<Max> Very nice.
 
Grand Prix (v2) Tue 22 Mar 2005 13:42
<Max> Man, I can't get both of them to the bottom left. This is really hard!
 
Dalek Research Lab Tue 22 Mar 2005 13:11
<Max> Wow, this is amazing -- I really can't believe it's possible.
 
Grand Prix (v2) Tue 22 Mar 2005 10:24
<Tom 7> Man, so close...
 
Imaginary Level Tue 22 Mar 2005 08:58
<Joshua Bone> Well done! Very imaginative.
 
Time Bomb Mon 21 Mar 2005 23:10
<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. ;)
 
The Warden's Spotted Us, Hugbot Mon 21 Mar 2005 23:03
<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.
 
Run! Killer Hugbot Mon 21 Mar 2005 21:49
<Max> This was definitely trickier than I thought it would be.
 
Time Bomb Mon 21 Mar 2005 21:39
<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.
 
Dalek Research Lab Mon 21 Mar 2005 21:10
<Max> Jeez!
 
Get Off My Back Mon 21 Mar 2005 20:04
<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?
 
Knight's Tour Mon 21 Mar 2005 19:39
<Tom 7> And my second, which I was much more careful about...
 
Imaginary Level Mon 21 Mar 2005 18:06
<jcreed> I AM INDYVISIBLE
<Max> Thanks!
 
Knight's Tour Mon 21 Mar 2005 17:01
<Tom 7> Dammit, it turns out my paper solution had two cycles, not one. ;)
 
Imaginary Level Mon 21 Mar 2005 17:00
<Tom 7> Brilliant!
 
Combination Lock Mon 21 Mar 2005 15:58
<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.
 
The Yellow Room Mon 21 Mar 2005 00:39
<Max> Ahem, but isn't this pretty much "Sumo Wrestling..." with electricity instead of laser-panels?
 
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