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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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| Community Service |
Mon 21 Mar 2005 00:37 |
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<Max> Good one, Tom. |
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| Combination Lock |
Mon 21 Mar 2005 00:31 |
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<Max> Wow, you really could make this about as hard as a combination lock to solve. Do you solve combination locks for fun? ;) |
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| The City |
Sun 20 Mar 2005 23:55 |
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<Max> Hmm, not bad. Kind of invigorating. |
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| CP Violation |
Sun 20 Mar 2005 23:48 |
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<Max> Very clever! |
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| CP Variation |
Sun 20 Mar 2005 23:35 |
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<Max> This is a very exciting level! |
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| Claustrophobia/Panel Abuse |
Sun 20 Mar 2005 22:56 |
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<Tom 7> Actually, this level is probably salvagable. You can do the same one-way panel trick, but you need to have the panels in the opposite order now. I wasn't sure how to recreate all of the effects in this level, though, because I sorta solved it by aimless wandering. ;)
<Max> Aw shucks... Legitimacy was so close! |
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| Tutorial 17: Daleks |
Sun 20 Mar 2005 22:45 |
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<Max> Oh man... I don't know if I'm ready to deal with the incredible number of possibilities that robots bring to the game! Hugbot and Daleks are really cool, very elegant. I like how Daleks also fill in the void of a tile that can go over roughs. Very action-packed, as well! |
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| Synchronize |
Sun 20 Mar 2005 22:36 |
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<Max> (SPOILER) Crap. |
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| Impossible |
Sun 20 Mar 2005 22:35 |
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<Max> Man, people either love or hate this one! Actually, to be more specific, I love it and other people hate it. ;)
p.s. Stay away from my dog! |
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| Skydiving/Cloud Maze |
Sun 20 Mar 2005 22:34 |
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<Max> (SPOILER) Yeah, that's the only solution. I noticed there was no real way to make this theme harder without doing something like that. Very me indeed! |
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| Knight's Tour |
Sun 20 Mar 2005 21:13 |
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<Tom 7> Very very slick! |
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| Which exit works? |
Sun 20 Mar 2005 21:07 |
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<Tom 7> (SPOILER) Maybe that's what he means by 'works'!
<bpotetz> (SPOILER) Cook: All but the upper right |
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