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Look, Listen and Feel
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Description
This is only a test........................beeeeeeeeeeeeeep!
5 Comments
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smallstallion  [author] Oct 21, 2012 @ 2:45pm 
Thanks. I found that that part was the most annoying, especially since I have set it so that you have very little time to complete the task and if it resets, then its off to walking the rooms again. Have you tried my co-op level yet? My co-op level "cube" can really frustrate, but its very rewarding once you nail down the solution. Try it out and let me know. I really enjoy your feedback. Thanks. Im going try out more of your levels if you have any.
[GWJ] Chef Kexx Oct 21, 2012 @ 2:07pm 
Don't get me wrong. I did enjoy the concept. What kinda killed the momentum for me was the large space that needs to be walked back n forth so many times.

I really liked the aesthetic design though. Really nice architecture.
smallstallion  [author] Oct 21, 2012 @ 12:29pm 
I appreciate the comments. I was curious as to how people would take the blind connections, but I haven't had too many people to try it out to tell me if it was frustrating or challenging. The gratting holes on the roof WERE intended for misdirection so that the player would over-look the fact that there are gel emitters present in the two near the back. I do think that I should add a visible connection to the timed ramp and button and am going to make this change. Also I am going to throw in an extra flip wall near the exit. Thanks again for the great feedback!
[GWJ] Chef Kexx Oct 20, 2012 @ 5:46pm 
The two grating holes on the roof at the end throw the player off. Either I solved it in an unintended way, or they're there just for misdirection.

u want to be careful when bouncing with blue gel wall to wall. It depends on the angle the player makes that first jump, that will determine if we can make it to the end. And as u can see, there's ONE space volume between the walls, and the floor where the exit is. I fell there twice. I can't explain how I made it the 3rd time. U should either add more floor or give us another flip wall one more space towards the exit. Or better yet, make use of the ceiling gratings that do nothing.

I'm not a fan of invisible connections. I know that's what u were aiming for, but I didn't think it was a successful execution. Mixing blind connections with timed limits, and the ridiculous amount of walking and back n forth necessary, your ogininal intention loses itself in frustration, instead of a challenge.
lance.caraccioli Oct 10, 2012 @ 8:34pm 
I did alot of looking, and listening, and some feeling in this level... i especially like the ending, but I won't spoil it!