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Laporkan kesalahan penerjemahan
Thanks for your time and the thumbs up :)
A hint: use one of the boxes ;)
Still, a decent puzzle. No real aesthetics, but it was worth my time. Thumbs up =)
I think we simply disagree on what is worthwhile in terms of a challenge. Don't mistake visual challenges for mental ones. Mentally engaging chambers require creative solutions. Messy and confusing ones do not. Take a look at some of Skyferret's maps, he's a master at making elegant, well layed out, & challenging maps.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=133407883
Good luck on the next one.
I also didn't want to give the player any directions on how to finish the map because that's add to the challenge ;) and that's way i said in the description "This test chamber is a bit tricky but it isn't hard if you know what you got to do"
Thanks for trying my map, and please checkout my other test chamber you might like it :)
I'm generally not a fan of the sandbox approach of throwing a ton of elements in a room and letting the player figure out how to get from A to Z without directing them to the order of the problem. They not only have the problem of the puzzle but the problem of the order of the puzzle.
The general reason for my distaste in this is that the player has no sense of real progress through the map, becoming potentially frustrated and disenchanted. Every misstep leaves the player feeling like they're back to step 1, so their gratification is really only in completing it and never in interacting with it, and by the time I completed it what satisfaction I could have had been erroded by the process of getting it.
That said I think this map has a lot of potential if it was broken up into different rooms thereby giving a spacial sense of progress as different parts of the puzzle are completed. The most obvious problem of putting everything in the same room as it is now is the mess of signage it creates making it less than useful.