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Scuba Diving V: King of the Fish People Fri 25 Mar 2005 19:00
<jcreed> (SPOILER) I was so scared I'd need to get five spheres over on the right. If that was intended (and, good lord, POSSIBLE for that matter) then I guess I've cooked it by re-using a sphere to trigger first the lower of the two panels on the right, and then the upper (using a piece of wire to position it) But somehow I expect this was the expected solution.
<mjn> My god! How can this be?
<jcreed> Jesus crap.
 
Dimensional Trap 17 Fri 25 Mar 2005 15:23
<bpotetz> Can anyone get farther than 17?
 
Dimensional Trap Fri 25 Mar 2005 15:21
<bpotetz> Another great level! I can tighten this one a bit, maybe I will submit a mod. Keep them coming!
 
Level Error Fri 25 Mar 2005 11:26
<Tom 7> This level has become a sort of cringeworthy cliche. Check out the "Annoying: Surprise Deaths" category for more examples...
 
Hugbot Research Lab Fri 25 Mar 2005 11:23
<Tom 7> Well, save and restore has been there for a long time, and it's basically just a less-convenient version of undo. In my opinion it makes the game better. For one thing it makes levels like "Level Error" (ugh) trivial, which hopefully is less incentive to make them. Second, it gets rid of some of the frustration in the game (from errant keypresses, or whatever), instead making the solving process a bit more high-level.

That said, it's clearly possible to make levels that are unreasonably difficult, and it's easier to make them with save and restore. But as always the responsibility to make good levels remains with the level authors, not the software itself!

(BTW, I think this is a good level).
 
Scuba Diving IV: Save the Whales Fri 25 Mar 2005 09:40
<Max> Fantastic! Can't wait to figure out how to do it!
 
Level Error Fri 25 Mar 2005 05:42
<Doom> (SPOILER) Easier than that is to save after every step and restore after death. Anyway, that wasn't pretty original level and it was quite easy too.
<hyperxpress> Hello! This is creator. MUAHAHAHAHAHA! You only have ONE way to get out. This GAME is very hard. YOU MUST MEMORIZE this level or you always die.
 
Hugbot Research Lab Fri 25 Mar 2005 02:28
<Joshua Bone> A late night thought:

Are features like save/reload and undo meant to be "extra" features of Escape, or integral parts of the game? Both features started out as luxuries, but with the addition of recent levels such as this one (Grand Prix also comes to mind), they have become necessities. (This level in particular, due to the unpredictability of the behavior of hugbots in groups, is virtually impossible without the undo feature).

I was just noticing how different the game is now than it was three months ago. I think the changes are really great, but I did want to point out the game's growing dependency on what were originally 'bonus' features.
 
Wave Fri 25 Mar 2005 02:14
<mjn> This level is awesome.
 
Scuba Diving IV: Save the Whales Fri 25 Mar 2005 02:12
<mjn> (SPOILER) Here you go--two blues, two reds.
 
Crosshairs (expert version) Thu 24 Mar 2005 20:41
<Max> (SPOILER) Yeah, cockstump, the solution to the Potetz version is the slightly trickier of two possible solutions to this one, as I recall. I think Potetz's version is the best since it whittles it down to one possible solution and neatly completes the symmetrical design.
 
Scuba Diving III: Undertoe Thu 24 Mar 2005 20:36
<Max> (SPOILER) It's possible to do this both with 2 reds and 1 blue and 2 blues and 1 red. Part of me wants to believe that it can be done with 2 reds and 2 blues, but the rational part of me highly doubts this...
 
Crosshairs (expert version) Thu 24 Mar 2005 20:33
<cockstump> (SPOILER) Cook: not sure if i really "cooked" this one... but the solution i found to it is exactly the same as the solution i found to the potetz version. my assumption here is that i inadvertently stumbled upon the more trickier solution that brian potetz intended for his version. did anyone else solve these two in exactly the same way?
 
Scuba Diving III: Undertoe Thu 24 Mar 2005 20:12
<Max> Here's your three, Jason!
 
The Bends Thu 24 Mar 2005 19:49
<Max> (SPOILER) Cook: I figured out how to solve this by taking over 2 reds, too. Whoever can figure out how to get 3 spheres to the right should make another mod!
 
Thanks a lot, Hugbot (advanced?) Thu 24 Mar 2005 19:18
<Max> (SPOILER) Cook: (At least I think this is a cook) I solved the level without using a lot of it. When I had both blues in the bottom right, the exit was there so when I used the one available teleporter, it put me right above the exit and I just walked in...
<Max> I think this is indeed advanced because I had far less trouble with the first version of this one...
 
Peel and Stanels v4 Thu 24 Mar 2005 15:30
<Max> Wow, after playing Primary Colors I solved this on my second try.
 
Primary Colors Thu 24 Mar 2005 15:16
<Max> what
 
Wave Thu 24 Mar 2005 14:21
<Max> (SPOILER) Well, if it weren't for the fact that I am 99.999% sure that there is no way logistically to beat the level "too fast," if this were to happen, it would still have to be an even number of moves, allowing you to walk back and forth until the wave hits you precisely in the bottom right corner.

But yeah, I highly doubt that there is a more efficient way to solve the puzzle...
 
Mummy Guards Thu 24 Mar 2005 14:07
<Max> (SPOILER) I like the concept of the level, but I think it could be improved. I like the pictures, the "digging into the pyramid" thing, and the actual mummy guards, except it is trivially easy to make them run into each other, thereby neutralizing them. It would be better if they posed a threat and you had to devise a more complex method of getting by them...
 
Wave Thu 24 Mar 2005 13:42
<Tom 7> Yeah, this level is great. It's also extremely tight. In fact, it seems that it's not even possible to beat it 'too fast', even if you figure out a more efficient way of getting the grey block in the hole.
 
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