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The Last Slice [WIP] [V5.04]
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Sep 20, 2012 @ 11:18am
Oct 1, 2012 @ 10:09am

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Description
▬▬▬▬▬▬▬▬▬▬(ஜ۩۞۩ஜ)▬▬▬▬▬▬▬▬▬▬
Long ago there lived a witch by the name of Gladys.
Legend has it that she baked one mean alchemical pie.
Some said it gave everlasting life.
Others claimed immeasurable wealth.
Maybe it was some third thing.
Whatever motivates you.

The witch died, as living things tend to do.
From there I suppose we can rule out everlasting life.

But rumor had it that she left behind one unclaimed slice...
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬

You know what we need? Another game with Portal references. There aren't enough of those yet, right?

I realize Portal has been done to death so I'll try not to go overboard with this. The first floor is basically the first few Test Chambers from Portal, after that it changes. The inspiration for the Activator came from Valve's ASHPD but it doesn't create portals so gameplay won't actually be similar.

As of now this will probably be very easy for most of you, I'm using this to practice level design so I'm trying to make the levels progressively more difficult, starting with "My Girlfriend Can Beat it" difficulty (not a knock on female gamers, referencing my actual girlfriend there) and ending with... whatever I end it with, I don't know that I can think of anything truly mind-bending without simply being frustrating.

Custom music by Blake Robinson[soundcloud.com], used with permission.

Version numbering is +1 for every completed floor and +.01 for incremental progress on the upcoming floor. I'm only adding update notes if I add something to a completed floor. If the title changes and I don't push an update, that means nothing accessible to you has been updated. There's no sense in me making a download available if nothing will actually change for you.


Update Notes:
V4.0 - Floor 3 is completable but NOT finished. My planned Floor 3 was both too large to fit where the stairways needed to be and doesn't use the Activator that's earned on Floor 2, so I moved it to Floor 4. I feel the final Floor 3 should take advantage of the Activator and Floor 4 should give you a break from it. If anyone had trouble on level 4 as far as health goes, let me know. Please note that the torch on Floor 4 *should* be a half-decent weapon, it is modified. Only half-decent.
V4.01 - Oops... Kinda rushed that update and didn't playtest a secret; fixed. Doubt anyone downloaded/updated that in those five minutes. Also I misspelled my own name. Derr.
V4.02 - Fixed Floor 4... I was unaware my script caused the torch holder to activate, my bad. Thank you Plastic Fork.
V4.06 - Nearly done with Floor 3 (which, annoyingly enough, for me, may move to Floor 5...) and am currently thinking of a better riddle for the end of Floor 4.
V5.02 - Expanded Floor 4, finished Floor 5, and am now again hard at work on the REAL real Floor 3... note placement and Harrowing Halls "puzzle" solution is fixed, thank you Neikun.
V5.03 - Updated music on Level 4 and removed an unused .ogg file.
V5.04 - Took away the pull chain I used for debugging on Floor 3. Fixed Conquest's loot drop.

Other Notes:
I officially start my first programming class on Oct 1st. Between that and work I may be a little slow on the updates but I promise I will continue updating.
Please leave feedback on which puzzles need improvement, which you'd like to see more of, or which type you think I should try my hand at. Grimrock is the first of this type of game I've ever played so I'm not really good at "thinking with corridors" when compared to those who've been playing since Dungeon Master.
13 Comments
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Lime dealer Oct 4, 2012 @ 6:05pm 
looks pretty funny.
Setsubun  [author] Oct 1, 2012 @ 4:20am 
Thank you, the note placement is fixed. I was using "note:setSubtileOffset(1,1)", I guess it won't actually reach past 1 unless you're in the previewer.
Neikun Sep 28, 2012 @ 3:13pm 
Confirmed: You don't need a piece of floor behind the wall_grate, but the item needs to be outside of the square.
Neikun Sep 28, 2012 @ 3:11pm 
That's odd. a similar thing was happening in a friend of mine's workshop.
As for notes in the grate, place the item outside of the wall, facing the wall_grate.
You may need an actual floor piece for them to sit on. let me test.
Setsubun  [author] Sep 28, 2012 @ 1:38pm 
@ Neikun I playtest them in the actual game, they seem to act a little differently there. For instance, every note placed should be under a wall drain. They appear so in the previewer, but in the actual game some appear out in the open. I don't know why, my code isn't any different for them.

I just looked in your Workshop section and it doesn't list any dungeons. If it's public I'm just not seeing and I'll check again later, but if it's set up for private/friends only you can send me the link and I can get it that way.
Neikun Sep 28, 2012 @ 12:55pm 
f1 key turns off collisions in previewer. (if you didn't know)
I've got a WIP dungeon myself. Will you take a look?
Setsubun  [author] Sep 28, 2012 @ 8:03am 
@Neikun Some went on the North (left) wall, others went on the South). Mythic was correct. Admittedly, I have not playtested the skull puzzle because after spending 12 hours designing the maze/item placement/etc, I didn't really feel like navigating it, finding all 13 skulls, and putting them in the correct places. I'm glad you enjoyed the maze though. I'd like to to another larger one on a lower level but I don't want to repeat the skull puzzle so I'll have to think of something new.
Neikun Sep 28, 2012 @ 7:36am 
With the skulls. I read the note, but didn't understand what it was trying to tell me. So I put Mythic at the end alcove, all the gold glinting ones on the right side, and all the silver ones on the left.
Not sure when the door opened. lol
Also, really nice maze. 10/10 would play again.
Setsubun  [author] Sep 28, 2012 @ 6:46am 
@Neikun Which riddle gave you trouble?