He Cannot Escape! Dec 16, 2010 0:32:15 GMT -8
Post by Zu on Dec 16, 2010 0:32:15 GMT -8
|Area 8 "Gruntz In Space"|
|Date Released:||December 28, 2010|
|Notes:||Difficulty=Very Hard (to Frustrating?)|
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|Early HTML version (in progress)|
|Statz Page image||Forum's web host|
|Toyz:||+25 +2 +|
|Coinz:||20||All in plain sight!|
|View the map!||1,681,457 bytez - Forum's web host|
READ THIS BEFORE PLAYING THE LEVEL! IT'S IMPORTANT!!!
What's notable about this one? It uses a completely new way of thinking, requiring the solver to think outside of the box while making his way through the level. The main idea is that there are three thingz at the end of the level (which is clearly visible at the start): a blue magic wand... an enemy grunt trapped within the construction pyramidz... and a switch covered by construction pyramidz too. That switch must be pressed in order to get the warpstone and bring it to the king. And you have to make sure that when you'll use the wand, there will be no other place to teleport the enemy grunt than exactly onto the switch! This means that you'll have to raise every single pyramid, dig up every mound, walk on every possible crumbling bridge and so on... to make sure that he will not escape!
Perhaps you can help me by telling me is it a good idea to have a giant silver pyramid maze with two bomberz in it; player would be forced to lure them through this labirynth in order to raise bonus pyramidz and stop them on the switchez. From what I've designed so far, this part looks to be based too much on just clicking rather than thinking (we're taking only one bomber at once), and I want this level to be entirely based on thinking. What's your opinion?