Comments
(turn spoilers on) |
|
120 |
Self-destruct Panels |
Max (61) |
Wed 27 Oct 2004 20:54 |
|
|
Yeah, when in doubt, make a level! Though I disagree with Tom -- I think we should make levels based on bugs now while there's still time to share and enjoy them! |
|
119 |
Self-destruct Panels |
Tom 7 (1) |
Wed 27 Oct 2004 15:30 |
|
|
Well, why not try it? Making clever levels is as fun as solving them.. at least I think so. ;)
On the other hand, these self-destruct panels might not work the same way in future versions of Escape. I guess I should make up my mind soon before there are too many levels that make use of them, but working within the "pure" subset of Escape features for now is probably a good idea. |
|
117 |
Self-destruct Panels |
Rory OKane (113) |
Wed 27 Oct 2004 15:17 |
|
|
I'm sorry that people don't like having to guess for the answer. I have an idea for a level like this but more puzzle that luck, but I wouldn't know how to do it. You could make it so you start near the exit, but it is blocked off by one stop block. Two spaces away from the stop block is a panel that makes the stop block disappear. At the bottom right would be a yellow block, and in between you and it would be lots of panels like the one in this level, plus some blue blocks, maybe lasers or mini-puzzles. You would have to figure out the correct path that didn't block off all the ways you needed but still have enough rough spots so the yellow block didn't end up against a wall or past a laser or in any other place where you couldn't get it on the panel. I think a level like that could be pretty good, and hope you understand what I mean and you can do it. Thanks for all your comments. |
|
116 |
Self-destruct Panels |
Max (61) |
Tue 26 Oct 2004 21:22 |
|
|
I like the unorthodoxy of this level, but its emphasis on arbitrary decisions is pretty annoying... |
|
100 |
Self-destruct Panels |
rjmccall (69) |
Thu 30 Sep 2004 07:45 |
|
|
An interesting idea that could have been done without mandating a brute-force search. |
|