|
 |
 |
you'r never getting out |
Sun 27 Nov 2005 17:58 |
 |
<Feanor> Actually...I only needed one try. However, I won't say I didn't need the Undo key a bunch. And while I whole heartedly agree with "mm", I think that he needs to clean up his acta bit also. |
|
|
Piss-Taker |
Sun 27 Nov 2005 17:38 |
 |
<mm> Hello Hardcore_raver_86, I would never ever like to play your level, 'cause it just pisses me off. Holy shit, how comes that you abuse this game and platform for your personal shitty needs to express yourself? |
|
|
You're Fucked |
Sun 27 Nov 2005 17:09 |
 |
<mm> I'm not amused! This game does definately NOT deserve this kind of abuse.
<mm> Would you, please!
<Tom 7> I was hoping I wouldn't have to lay down rules about this kind of thing, but I guess I will have to think of something. |
|
|
Animation Bug |
Sat 26 Nov 2005 19:29 |
 |
<dodo> What is this, demonstrating a bug in the Escape animations? |
|
|
Gray-Maze |
Sat 26 Nov 2005 18:18 |
 |
<Hardcore rav> Hey wicked level... took me long enough 2 find the door...
keep it up m8 |
|
|
You're Fucked |
Sat 26 Nov 2005 14:56 |
 |
<Feanor> Is this legal? (Having a profanity in the title that is). I hope not... |
|
|
Conflict |
Fri 25 Nov 2005 22:16 |
 |
<Feanor> What was the point of this level? It's sort of like bridge out redux, but way less cool. |
|
|
Sequencial |
Fri 25 Nov 2005 21:51 |
 |
<herreee> The sequence of letters that form the word are Sequentially. Sequentially producing the sequence of letters that spell the word sequentially. |
|
|
Callback+bug |
Fri 18 Nov 2005 14:45 |
 |
<Tom 7> It's not a bug, although I agree that the behavior is confusing. Panels are triggered by "edge effects" (stepping onto the panel or off it) only, not by the presence or absence of something atop them. So, when the second bot steps onto the panel, that triggers the swap--but then there is just one broken robot there, so when it is pushed off, making three total triggers. This is actually used in some of the levels!
(There's a document that explains some of these corner cases, which I should probably publicize better.)
<Miner> There's a game bug. When two robots crash on a button [panel], button remains active even when there's nothing on it. |
|
|
There is a order for everything |
Tue 15 Nov 2005 23:19 |
 |
<Max> A nice example of the old "twist and turn" variety |
|
|
Pastiche |
Tue 15 Nov 2005 22:47 |
 |
<Max> I like the action-packed beginnings of your last couple levels... |
|
|
Working the system |
Tue 15 Nov 2005 22:40 |
 |
<Max> Very pleasant and orderly.
<Tom 7> I followed the recipe precisely. A nice little treat. |
|
|
Is a heart that valuable? |
Fri 11 Nov 2005 09:47 |
 |
<Max> Man, I just pressed r instead of s, and it sucked.
<Tom 7> Yeah, I will probably add 'd', if only to discourage such abuses of hidden information. The main problem is that it really screws up animation, but so does looking at the alt layer... |
|
|
deadly buttons |
Thu 10 Nov 2005 21:27 |
 |
<Max> Kind of a mess... What's with the pointless surprise deaths in the beginning, too? Why not just have the teleport there? |
|
|
Miner lev_3 |
Thu 10 Nov 2005 21:23 |
 |
<Max> Ugh, not again! |
|
|
Bonus |
Thu 10 Nov 2005 21:22 |
 |
<Max> Yes they sure are pretty useless. That said, their annoyingness makes it more satisfying to needlessly blow 'em up in the end. |
|
|
Do Not Press |
Thu 10 Nov 2005 21:18 |
 |
<Max> Definitely an improvement, I had much more trouble with this version. But once again, I realized after solving it that it is actually a really easy solution, but for some reason it's hard to figure it out...? |
|
|
deadly buttons |
Thu 10 Nov 2005 09:06 |
 |
<Miner> nice map |
|
|
Bonus |
Wed 09 Nov 2005 13:02 |
 |
<Tom 7> This is pretty easy! |
|
|
Gray-Maze |
Wed 09 Nov 2005 11:14 |
 |
<Miner> I just click on panel button and started to place it randomly on a map, and then i just clicked on the exit tile button and randomly placed it on second layer.
Sorry for my english... [I am from poland :) ] |
|
|
|
 |
 |