GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
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Post by GooRoo on Oct 12, 2006 18:25:27 GMT -8
I am going through all of the BETA announcementz, and moving the tested onez into the proper placez as soon as I send them out to the "Gruntz Fanz" via e-mail attachmentz. I am also sending out those CLz that I have not been able to verify as error-free because I only have one SAVE slot available for testing ... and there are too many tough timing sub-puzzlez for these old fingerz to bust through. And if I find that I have done something in the wrong order, I just 'bag it' and move on to another task. Which bringz up a point about designing Gruntz Custom Levelz: your goal should be to have your CLz played ... not to try to prevent anyone from solving them to a " PERFECT!" score. Extremely tight timing sub-puzzlez without respite (safe stopping pointz) just makez them frustrating, and anything BUT enjoyable. Many Gruntzerz (including this old geezer!) relegate frustrating puzzlez to the ' sometime' (when hell freezez over) folder, only looked at again when a masochistic urge strikez us. That's not to say that any CL with tough timing puzzlez won't be played; just that if there aren't built-in "take a breather" pointz it will likely be dumped; separate your timing sub-puzzlez with easier stuff in between. And if you have several tight timing sub-puzzlez in your CL, you better make the whole puzzle very linear ... CLz also get put back at the end of the line for playing (or testing) if the solver spendz a lot of time finally making it through that Arrowz/UFO/enemy Boomerang Gruntz sub-puzzle only to find out that they should have done something else first!
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Post by SwordGrunt on Apr 13, 2007 14:21:36 GMT -8
CLz also get put back at the end of the line for playing (or testing) if the solver spendz a lot of time finally making it through that Arrowz/UFO/enemy Boomerang Gruntz sub-puzzle only to find out that they should have done something else first! That's what I usually do; if I play one CL that has one very difficult timing puzzle, I immediately exit it and start another one. Noone wantz to spend hourz trying to solve a puzzle among a dozen of hard timing onez... that's what Designerz should think before creating many hard puzzlez on one level. One puzzle is suficient to mess with the player'z mind. That's just my opinion about hard puzzlez.
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