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The level "Exhibition" is now added. Make sure you are using the latest version of the tile set.
Look how the oobleck turns into every possible object!
Seriously?
It's n-ary.
I'm trying to make a cauldron puzzle, but it's very difficult.
I've been playing these custom levels a bit the last 2 (edit: N) days. There are lots of good ideas in there. Here's some feedback:
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SOLVED
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too much secure: this took me way too long - after being stuck on it for awhile, i took a long break doing other puzzles. finally when i came back, it seemed quite easy. ok but not particularly interesting.
is_this_easy_mode: easy mode was easy. I enjoyed the idea of the diamond a lot. I'm not entirely sure if i have the intended solution - mine is *very* long-winded, making a paradox via the giltch room, then going back in the glitch room to retrieve the green room. many times i used a long subroutine to retrieve a block - it'd be nice if that was made simple, assuming I had the intended solution. Also, I was frequently annoyed by the placement of things in the level, such as the small gaps where you can get stuck if you misplace the blocks underneath you
uphill: crystal is great, very cleverly designed. diamond was relatively simple, but why are there 2 keys in the key room?
downhill: also a great level.
cliff: a decent level
drop: funny level, i liked it. feels impossible at first but theres only really one thing to do and ends up not too hard. I used the clutch trick, which seems to show up too much.. this level should probably be renamed since the last tapestry has a level of the same name
barter: good level. seemed very hard for a good while (but again uses clutch trick?). While I enjoyed it, I should note that I solved it by guessing that the puzzle maker wanted me to hide the oobleck in a jar. From there, I reasoned I must need 2 blocks. Then i realized the ending sequence which makes it work
high tide crystal: exposes weird water mechanics. i had to use the glitch room, i assume this was intended. solid level, not spectacular
locky triad: is unnecessarily tedious. diamond is decent, not great
deficient crystal: decent but not particularly interesting/different. if the main room is used for the diamond somehow then this is very understandable
advanced sluice: i threw the box from the left and came out midair. i assume this is intended. i'm not a fan of this style of puzzle; I think it would be appropriate maybe in a group of levels with similar "unfair" solutions, like the void
diamond: funny level - seemed impossible at first, and I suspected unfairness. but in the end, i didn't find it unfair, and enjoyed the solution
aqua: didnt like much. pretty straightforward, except maybe the clutch trick
squash: didnt like this one. maybe I found an unintended solution - it was rather mechanics heavy with no real idea. also maybe i'm wrong, but i think the level would be no different if the block were accessible outside the aqua morta
exhibition crystal: simple and pretty easy, but nice idea. perfect lead up to diamond.
exhibition diamond: i was so sure the clutch trick would solve it.. instead it was much better! if i am correct, it uses the mechanics of exiting a green room while holding itself, which is not used anywhere else. overall, exhibition is one of my favorites
cell: double globals is new, though it seems they behave as you'd expect. funny trick to hide from acid - I discovered it right away. but somehow I got stuck for awhile after that, although it was simple in the end. my excuse is... I was expecting something harder. the final jump is unnecessarily hard - why not make the left ledge stick out more?
cell diamond: was quite tricky to get into paradox - i wouldn't have found it if i didnt know it existed. the paradox itself is a decent level. but there are also some weird facts explored here, like that the fan doesn't blow while on a block, and that the green items attempt to spawn in the beginning of loading a room, which I think makes for a worse experience. overall i didn't find the mechanics too questionable in the end, but slightly so
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TRIED BUT UNSOLVED
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deficient diamond: seems impossible.. i'm sorta intrigued, but also expecting something sort of unfair.
igloo: daunting - i have no idea what to do but it seems impossible. also seems like it will be hard even when i realize why it's impossible
mutual: i like it, seems very tricky though; havent spent enough time yet
EDIT: i have been updating this as i finish more levels
By the way, I think you're having fun with the custum levels, would you like to join the development of the fanmade DLC as a beta-tester? I'll send you a PM, please accept the friend invitation.
I can answer of your curiousness about some custom levels - your opinions are perfect feedbacks I see.
Yes, that's intended, though I don't know how exactly the chest's entry priority is decided by the game.
More spoilers: Dive exploits some kind of non-intuitive behavior in the game, so technically it's not quite well-defined puzzle. But you know, some levels from the Void has similar nature, and those levels work nicely as well. Dive would feel like a cool puzzle or a total crap depending on your puzzle taste.