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[SP] Hall of Dodoen

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I think the time should be removed altogether. It is difficult enough without it, and you dont want to punish the player for not having time to figure it out, before starting again.

gompasta wrote:
I think the time should be removed altogether. It is difficult enough without it, and you dont want to punish the player for not having time to figure it out, before starting again.

I'll consider doing that, but emember that it is some kind of speedrun challenge (objective is to survive it to the end in time), you have to die upon failure (=being too slow). This is the case in all of the rooms, but the last one is more of a small puzzle that will most likely take several times to solve. The time before the door closes, the music ends and wheatly is disappointed is here also limited, but the consequence is now just 'failing' wothout dying. Otherwise the players would just be able to hurry to the last room and take time to solve that last test that would be incredibly easy without the time limit.

Again, this isn't a puzzle and dying is part of the level here. If you wouldn't die, the level would be over in 30 seconds. How much time do you think that is appropriate for the map? The time limit is now 35,5 seconds.

I don't think it's specifically a timing problem: they are dying at a puzzle they need to solve. Some might well require 5 mins to get that, which now they have to squeeze out of fifteen quickloads.

As I was saying, mixing speedrun and puzzles here had this wierd effect that's puzzle-solving and not lack of legs which kills you. If anything I would make the last room simpler: enter, dodge, run out. And this coming from one who kept repeating the entire map whenever I died, just to enjoy the speed.

the hills are alive... with the sound of music
gompasta wrote:
I think the time should be removed altogether. It is difficult enough without it, and you dont want to punish the player for not having time to figure it out, before starting again.

xdiesp wrote:
I don't think it's specifically a timing problem: they are dying at a puzzle they need to solve. Some might well require 5 mins to get that, which now they have to squeeze out of fifteen quickloads.

As I was saying, mixing speedrun and puzzles here had this wierd effect that's puzzle-solving and not lack of legs which kills you. If anything I would make the last room simpler: enter, dodge, run out. And this coming from one who kept repeating the entire map whenever I died, just to enjoy the speed.

Yeh, I think you're right. So the last room needs to be simplified, and the long one with

Spoiler
the most turrets
in it, is that one also too hard to solve within the time limit? Because for me (who made it) it all seems simple of course :D .

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