876 ratings
Glow Pop
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6.889 MB
Sep 22, 2013 @ 8:17am
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Description
How many clicks will it take you to get to the center of this Glow Pop?
38 Comments
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Lightmare =tgt= Oct 7, 2013 @ 11:07pm 
PsychoBR Oct 5, 2013 @ 1:16pm 
Nice puzzle. Very funny. Thanks.
I recorded my gameplay (valve DEM file format):Download[dl.dropboxusercontent.com]. Comments inside video.

Turrets highly explosive. Handle with care
Zephyr. Oct 1, 2013 @ 2:28pm 
Nice one 3 min go :D
Phrendon Oct 1, 2013 @ 1:52pm 
I didnt mind pushing over a few turrets.
popiel Sep 30, 2013 @ 7:03pm 
The initial walk around the perimiter is a bit tedious. Other than that, good chamber.
gambilier Sep 30, 2013 @ 10:25am 
Good job
求别杀 Sep 30, 2013 @ 8:15am 
looks good
smchrz Sep 29, 2013 @ 1:37pm 
Loved it! I'd point out to the same problems enumerated by everyone else, but I won't bother because the end was truly awesome. The leap of faith compensates for any lackluster aspect the map may (or may not) have. Make some time for one of mine (I recommend "Guards" or "Cheated")
edeslash Sep 29, 2013 @ 9:24am 
Another thing you want to watch out for is too much danger. There's a ton of ways for the player to get killed here, and the sad truth about PeTI chambers is that players don't have the patience to try again, especially when the death feels cheap. There's a pretty big chance that a player accidentally steps on the plate that bounces the cube away if you don't catch it. That's a completely useless death.

But I've got to say the final solution is extremely elegant - giving yourself a path and moving the cube on the plate with a single portal. Especially since I was surprised by the wall moving in front of me when the cube is on the plate. When I realized how I can fix that, it was a great moment. So wonderful design right there.
edeslash Sep 29, 2013 @ 9:24am 
Nice one! A couple of problems though; way too much running around in the pit, takes too much time and the player is completely unstimulated. It would work if moving the light bridge like that was a new thing to the player but it probably isn't. At first I actually thought I was supposed to catch the cube with a light bridge in the pit and then run around again, lol. Luckily I realized a better way before I did that. The good thing about the pit is the stylish way of foreshadowing the turrets. The player is given a hint about the danger but is still completely safe - but cannot be sure about the turrets' position.

But the turrets are another problem - they're useless. Killing them isn't even a puzzle, just a small obstacle and god knows why there are like ten of them. It just makes the whole thing feel pretty amateur, not Aperture.