Turrets and Traps
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Asrafil  [author] Jan 12, 2013 @ 7:28pm 
Thanks for the feedback man. The dark rooms must be the ones with the light bridge, that can be fixed although the idea was not to make a map with the classical structure. I want the player to traverse the level carefully and look around for surprises like the secret exit for example or alternative routes to a cube(in the light bridge room). Your feeling of not having a clear goal must be because of the option to go to one room or another at first without an specific order. I wanted the start to be a little more "open" leaving the player to decide which challenge to approach first.
Again thanks for playing it and leaving the comment. I will fix the illumination so the traps can be seen more easily.
Unserious Business Jan 12, 2013 @ 9:27am 
Several problems with this one: Too many narrow corridors and separated controls so there's no hint of the goal you're working towards. Initial rooms are extremely under-lit. Instant death traps.