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Post by ILoveGruntz on Jul 21, 2018 10:03:09 GMT -8
As the guy who more or less created the "Frustrating" difficulty, I thought I should chip in.
The current rating system is VERY subjective unfortunately. They are rated mostly by what the designer thought was appropriate, adjusted only if there were a lot of complaints. But people value different types of puzzles and level compositions differently.
Some would bump up a fairly easy level if it has one annoying timing part. Some would rate levels higher if they try to trick the player into doing wrong things, even if it is easy on your second go. Some try to rate the average difficulty, and gloss over a few very tricky puzzles in a large level.
The difficulty rating in general could probably use an overhaul. Maybe we should add an optional breakdown of the reason for the score. Something like:
Average difficulty: Medium Hardest puzzles: Very hard Common difficulty type: Logical/Timing
Overall difficulty: Hard
Anyways. I think a good start would be to set a few benchmarks that everyone can agree upon before rating. Take the questz levels and rate them in sequence from the tutorial to The Final Battle, and give specific reasons for why they have a given rating. This might not give a good base for the highest difficulties, so throw in a few of the more infamous custom levels for good measure.
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Post by ILoveGruntz on Jun 27, 2018 1:34:25 GMT -8
Agreed. Gruntz relies on a very specific visual language to let the player know what each switch does. Trying to break this language would only be confusing and frustrating.
The only way I could see this used is as a side effect in the immediate vicinity to the switch. And even that has a possibility of making things weird.
As an aside - this is not a bug. I think the game is built with no real difference between yellow, green or blue switchez. Just as there is no real difference between different ground tiles, or wall tiles. It really is only a matter of the designer choosing not to break the intended relationships.
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Post by ILoveGruntz on Jun 9, 2018 6:42:16 GMT -8
As it happens, one of the reasons I left was because the original wwd for Zone4 was lost (not a big deal - but still a bummer). If I ever start designing CL'z again, I will most likely start a lot smaller.
For now, I'm happy just playing what other people make.
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Post by ILoveGruntz on Jun 8, 2018 8:08:55 GMT -8
As dark clouds gather in the sky, the Gruntzerz huddle together in fear. Could it be? is the end times here? Then an imposing figure enters the once peaceful forum. In his one hand is an ancient pair of gauntletz, in the other a broken silver switch. Whispers are heard as all the Gruntzerz know - he has returned... The master of the dark artz of frustrating CL'z. The feared ILoveGruntz Which, now that I think about it is actually a really stupid name. But eh - young me was stupid. Hello everyone, new guys as well as the old veterans still here. I'm baaaack. I used to frequent this forum a lot back when I was a kid. Back then I was singlehandedly responsible for the creation of the "Frustraing" tag being implemented after I made the infamous Karaoke Bar. I remember having a lot of fun designing and playing the game back then. So now I'm back as an adult after getting Gruntz to run on my computer again, and after trying my hand with a few newer CL'z I decided to pop back to the old site. And wouldn't you know it - it still existed. Neat. So here I am. Finally getting back in the game. Maybe I'll even try getting back to the editor, although I can't really remember how the thing works anymore. A challenge for the future maybe.
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Post by ILoveGruntz on Oct 16, 2012 0:48:51 GMT -8
BattlezM - I think you are thinking too much in old GLE terms. There is no reason to split the editor into objects and tiles. Modern programming structures are much better than this, and can allow what used to be most old objets to simply be assigned to the tiles as variables. Some things do need seperate objects - such as EyeCandyz and toolz, but switchez, pyramidz, statichazardz and many other objects does not need to be seperate in a new editor.
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Post by ILoveGruntz on Oct 14, 2012 11:07:47 GMT -8
Gratz on getting WWD to work with the game.
How is the game itself coming along? I would really like to know how far you are with implementing the original features and designing new ones.
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Post by ILoveGruntz on Oct 12, 2012 15:19:14 GMT -8
MAN - thats so much better.
This migh make me go back to making CL'z again if its working
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Post by ILoveGruntz on Sept 20, 2012 0:29:34 GMT -8
Really, this game has near infinite possibilities. I have a 5-6 untested ideas that I never made in a CL, but limitations on Windows 7, and the fact that my computer crashed losing my last half finished CL really took a lot of the joy out of it for me.
A fan made sequal would be really fun, but we need the license from Monolith if that is ever going to happen.
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Zone 3
Aug 25, 2012 3:19:55 GMT -8
Post by ILoveGruntz on Aug 25, 2012 3:19:55 GMT -8
Oh, I thought you were on a different part of this puzzle. Also don't confuse GHS (Hold Switch) with GTS (Toggle Switch).
I don't remember exactly how the pyramids in this part of the area behaves, but I remember using the fact that Gruntz walk faster diagonally.
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Zone 3
Aug 24, 2012 13:41:14 GMT -8
Post by ILoveGruntz on Aug 24, 2012 13:41:14 GMT -8
Did you step an extra time on the GTS? iirc that toggles the GP next to the GHS, making this part possible.
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Zone 3
Aug 24, 2012 8:16:25 GMT -8
Post by ILoveGruntz on Aug 24, 2012 8:16:25 GMT -8
that is a good way, but you could also send the following grunt to the tile behind the switch - send the front grunt - send the following grunt to the switch - send the front grunt the last tile. If I remember correctly, the back grunt is the first to send because it needs to arrive first, and because the front grunt needs to be guided a bit more. the important thing is to make both gruntz start moving asap, because if one of them is sending and waiting more than 600 ms (the time to move a tile) there isn't enough time to get both in place.
This CL is rated frustrating for a reason. In this case its actually not that hard once you get the technique.
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Zone 3
Aug 23, 2012 11:31:38 GMT -8
Post by ILoveGruntz on Aug 23, 2012 11:31:38 GMT -8
Ctrl + # to assign Gruntz to control groups. Like in most RTS games.
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Zone 3
Aug 23, 2012 7:51:35 GMT -8
Post by ILoveGruntz on Aug 23, 2012 7:51:35 GMT -8
Sorry, but there aren't. It is the only really tight dexterity/timing puzzle in this CL, but its a nasty one. Hotkeys for your Gruntz are almost required to do this (unless you are really quick with the mouse), but with hotkeys its doable. (note that you can move 4 tiles before the red pyramidz rise, and there are 3 to walk for both gruntz).
It took me a few tries before I did it myself the first time.
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Zone 3
Aug 22, 2012 7:39:21 GMT -8
Post by ILoveGruntz on Aug 22, 2012 7:39:21 GMT -8
Did you send in two gruntz?
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Zone 3
Aug 21, 2012 12:27:00 GMT -8
Post by ILoveGruntz on Aug 21, 2012 12:27:00 GMT -8
The answer is - why bother. Treat it as a toggle bridge puzzle, or a SP puzzle. This one is the hardest dexterity wise but its mostly about learning the patternz of the GP'z Oh, and did you not just hate navigating the enemy boxing glovez through the outletz?
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Zone 3
Aug 21, 2012 4:51:04 GMT -8
Post by ILoveGruntz on Aug 21, 2012 4:51:04 GMT -8
I did figure out that I have to hit the pink gruntz (and also some other gruntz in the area) to send them to specific paths but where do i get boxing gloves? Well - if you look about 2 tiles to the left...
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Zone 3
Aug 21, 2012 0:29:15 GMT -8
Post by ILoveGruntz on Aug 21, 2012 0:29:15 GMT -8
Its been a while since I made this, but I do remember some of the more devious things I did.
Look at what you can get in the water area - coinz, a warp letter, some switchez that doesn't do anything (yet). Then decide if it is the logical area to tackle now.
As GooRoo stated there are two ways to remove pink gruntz: Killing them or giving them toyz. But GooRoo forgot that pushing them around is also an option... especially when they are in the presence of arrowz.
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Zone 1
Aug 14, 2011 3:21:12 GMT -8
Post by ILoveGruntz on Aug 14, 2011 3:21:12 GMT -8
Thunderclouds? ? Aren't you thinking of Zone2? Anyways - The point of area 3 is to sacrifice your gruntz one by one to clear the level. You need to figure out what gruntz to kill, and who should survive with the warpstone grunt. Spygearz, gauntletz, springz and shovelz are needed for quite a lot of the area. BTW my harddisc burned down a while ago, so work on Zone4 is lost, and I'm not in the mood to remake it yet. Also I don't have any copies of my other CL'z on my current harddisc, so I need to redownload them (or get my backups) at some point.
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Post by ILoveGruntz on May 5, 2011 0:23:57 GMT -8
I see a very VERY big potential in this...
Imagine a maze of disappearing - reappearing switchez. Multiple hold swichez revealing parts of needed switchez in a puzzle, but not all. or even better, a maze - controlled by a (triggered) RR - of disappearing hold switchez. Switches that change type randomly.
The possibilities are endless.
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Post by ILoveGruntz on Jan 15, 2011 2:33:13 GMT -8
I decided to take this particular Secret Level and change it, so it doesn't require any cheatz and has a notably decreased difficulty of the part with bridgez. I did just for fun, as the original one is just plain frustrating for me. If anyone wants to take a look at it, then here's the link (a Rapidshare one for now on): rapidshare.com/files/442616361/SecretLevelUncovered.WWDThis secret level never required any cheatz in the first place The only cheat needed is the yoyo to activate the secret trigger. It is a pain to do tho, as you are not allowed any saves to complete it, and all of the timing puzzlez are quite hard to get right every time.
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