Click here to download In The End
Click here to download In The End
&
Click here to download In The End
Click here to download In The End
&
toncica wrote:
I'd like to know if there is an audience for this type on TWP.
Where else? count on me... not today though...
I thought the puzzle was very challenging, which I like, but the unforgiving nature of the setup made it tedious and frustrating.
The puzzle is unforgiving though and you feel a kind of punishment going on with that button that respawns the cubes. It's a dilemma because you don't want to get the player trapped, there has to be an escape path, but at the same time you need to prevent short cuts and alternate solutions. The button basically resets the map in case you were stranded on the other side and brings you back to the start. The best and only option I could see about this issue was moving the entrance to a position in which the first action of the map is to press the "reset" button (originally the map started in the light bridge room). At the start there is no harm done yet by the button and you might be able to draw the conclusion from it that pressing that button again won't be helping in solving the puzzle as it fizzles the cubes. I've sat there for hours and thought about how to bring back the player without having to fizzle the cubes but I didn't find a solution for that.
I also agree that constant fizzling noises or all sort of constant noises are incredibly annoying. Here the "solution" is to have the dropper far away from the fizzler so that the interval is hopefully tolerable and it might become not much more than a slow heart beat.
What I meant with "this type" is probably that it's a thin line between having an open map with a challenging but enjoyable puzzle and having it become frustrating, and that the line may be crossed in the view of some people.