Thanks to andyb for his help getting this done.
Click here to download Psychedelic Pitfall
Click here to download Psychedelic Pitfall
&
Thanks to andyb for his help getting this done.
Click here to download Psychedelic Pitfall
Click here to download Psychedelic Pitfall
&
1) Timed jumps into long falls onto narrow platforms over fail-state water is annoying. Having to redo the entire chamber because I missed a light bridge because I jumped a bit too much to the left or such, is not so fun.
In this particular case, it's very hard to see what's going on down there, and thus hard to figure out how the elements interact.
I couldn't figure out where the light bridges were in relation to the lasers until I actually stuck the landing the third time and saw them come back on above me.
Perhaps there is a way to make the bottom elements more clear so that the user doesn't need to play hide-and-seek in the acid water to figure out how to get down there.
2) Speaking of lasers and light bridges, there are too many elements in this chamber. It feels cluttered and confusing.
The fact that some elements don't do what you'd expect them to do (for instance the cube receptacle, which acts as a one-time, permanent trigger rather than a binary switch), and things which are connected to multiple outputs doesn't help either.
Maybe this chamber would feel better, and even look better, if the elements were a little more spread out.
3) Black tiles. I feel like there are too many of them. To the point where the only white tiles left are the ones where you have to place portals, so you immediately know where to place all the portals, and there's no need to figure it out.
Are all the black tiles necessary? Would the map be MORE fun / challenging if there were more places to put your portals? Something to think about.
Oh, and I like the name!