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Puzzle Balls (Finally published)

Archive: 52 posts


Not a great or beautiful level, mainly just a concept. I will update it with more levels when i can think of some and test them (that's the hardest part about creating this level). If you complete all the levels you will get a bonus which can be used to bump your way up to the top of the score board...but its not points...

Enjoy

PSN: adlingtont
Level Name: Puzzle Balls
2009-06-26 18:14:00

Author:
adlingtont
Posts: 321


Hey, that concept is of a genius! Hearted.2009-06-30 15:14:00

Author:
Unknown User


Beautifully executed, an ingenious concept. I actually like the style you've done it in, it's very simple, but to the point. I liked how the colors were bright and contrasted with the stone and the background. My only gripe is that if you mess up, you can't restart it. For example, on level 4, if you drop the red bucket first, you can't get the blue ball in. There should be a reset switch next to the yellow box, if it isn't too much trouble to implement. I hope you come out with more of these, with new gameplay mechanics, and even harder, more thought-provoking challenges. Race mode was a great addition, and gave me enough drive to go for the top spot. This deserves so many more hearts and plays than it has, but we all know that feeling. :star::star::star::star::star: and a heart from me. For F4F, play my LittleBigMemory level. 2009-06-30 15:24:00

Author:
BSprague
Posts: 2325


Wow great concept of a level. I gave this 5 stars for ingenuity. The only gripe I have with it is that since the puzzles are irreversible and some require some quick sticker work. Is there a way that you can make the puzzles reset if you walk into the previous room, and then walk back and rehit the button? (Well, I know it's possible, you'd just have to capture all of the objects that "move" in the room and emit them - attaching an invisible piece of dark matter to the anchored pieces). Granted, this would allow the player some trial and error in solving them, but it won't help their high score if they unlock the race.

I was able to solve all of the puzzles, but not all at once. I would always manage to screw up one of the ones where you have to make the ball "fling" off in a direction. I would either miss the [very small] trigger targets, or would miss-time it.

Great idea though, again I gave it :star::star::star::star::star:
2009-06-30 16:47:00

Author:
comphermc
Posts: 5338


Yeah I thought of the reset switch while making the level and that's definitely a feature I want to add. I have some ideas on how to work it, it's just building the logic and testing testing testing. Might do that tomorrow (after an unhealthy amount of time spent creating yesterday I can't really be bothered to do that now!). I also have a couple more ideas to add to increase the gamplay...I cant think of the word...make it more diverse...
Any way thank you guys
2009-06-30 17:10:00

Author:
adlingtont
Posts: 321


It`s a great idea for sure. A bit of polish and stuff and you`ll have a top level. Some music would be good to try cover up the irritating stcker placement jingle as well.

A reset button would also be a nice addition.

Anyway I like what you`ve got so far. I very much hope you continue working on it.
2009-06-30 18:37:00

Author:
Matt 82
Posts: 1096


If you need any help with the logic for a reset switch, let me know and I'd be glad to help 2009-06-30 18:53:00

Author:
comphermc
Posts: 5338


Brilliant. Love the concept and I don't think for a level like this polish is really an issue - somat to do when you're short on ideas for the actual puzzles maybe? These are definately the kinds of puzzles I'd like to see more of. Original concepts, well executed and requiring a little bit of thought.

My feedback is similar to comphermic's, some of the puzzles require you to hit the targets at quite precise timings, which messed me up on the last one. I know how to do it, but I'd rather not play through many times for each retry.

In addition, the mouth that tells you about the skip button didn't tell me about it until too late. I had complete puzzle 1 (go me!) and then I stickered the thing in the corner, because I was curious!

Have you considered using a prox switch for the opening of the screens, I don't know why but I didn't like standing on the button :s

That's about it really. :star::star::star::star::star: and a heart from me. Let me know if you add any more to this.

The reset logic shouldn't be too bad, if you come across any problems with it I have a tech demo called "demitters, remitters and dissolve anything", which includes a method for resetting any puzzle room. I doubt you'll need it but if you do, gimme a shout and I'll send you the updates (not in the current demo, because I'm lazy).
2009-06-30 21:30:00

Author:
rtm223
Posts: 6497


@rtm - a combination of your suggestions would be to make the red button a "reset button", while the wall is triggered proximally. No need for demitters either, just a simple emitter, set to max emitted at once = one. Little invisible dark matter holding up the anchor points, everything captured as a single object. Would be very simple, and doesn't actually require any logic.2009-06-30 21:43:00

Author:
comphermc
Posts: 5338


@rtm - a combination of your suggestions would be to make the red button a "reset button", while the wall is triggered proximally. No need for demitters either, just a simple emitter, set to max emitted at once = one. Little invisible dark matter holding up the anchor points, everything captured as a single object. Would be very simple, and doesn't actually require any logic.

You'd need to get rid of the failed level first though...otherwise the new one cant emit in its place. What I was thinking was when the wall goes down the puzzle disappears (move the emitter somewhere else perhaps) and then the new puzzle is emitted when the wall is closed.
2009-06-30 21:51:00

Author:
adlingtont
Posts: 321


That's why I said he probably wouldn't need it, it's almost definately overkill. But I think you can only respawn over the top of something (using max at once = 1) if everything is rigidly glued to dark matter. The problem would be if one of the balls is hanging from one string where it originally had two the emitter may detect a collision and not spawn. Another example is the ball cup that drops slightly. There is going to need to be something in there to get a "clean" reset. Probably.

edit - posted at the same time. Moving the emitter elsewhere is what I refer to as "demitting". The supporting logic for it is a little complex, especially if you have loose objects (i.e on string), it needs to be initialised. But when you absolutely cannot find simpler way a way to reset your room, demitters are your friend
2009-06-30 21:54:00

Author:
rtm223
Posts: 6497


Ah, good call about other objects blocking the emitters. Didn't think it all the way through. Demitters work once you understand how to use them, but I'm concerned about the variability of the physics of the game if you are moving the emitter (as your puzzles require high precision). I'm sure you [rtm] would know better than me... Are things pretty constant?2009-06-30 23:36:00

Author:
comphermc
Posts: 5338


Demitters work once you understand how to use them, but I'm concerned about the variability of the physics of the game if you are moving the emitter (as your puzzles require high precision). I'm sure you [rtm] would know better than me... Are things pretty constant?
Oh hell no. Not the way things are set up in the demo. If you look at the tech demo puzzle room, when you hit the reset one of the cushions flips over. This is because at the time of emitting, the emitter is still technically moving. Very fast. In one case fast enough to tear the emitted object apart!

Hence:

The supporting logic for it is a little complex, especially if you have loose objects (i.e on string)

This is the update I have, essentially it avoids issues of emitting in create mode and also delays the emitting slightly to ensure that the piston has stopped moving. I'm using it for a complex destroyable, resettable, platforming section where things have to be emitted statically. Ran through about 30 tests earlier this evening and all went without a hitch.

Sorry adlington, this is supposed to be your level thread not a discussion of my inventions A simpler solution might be to dissolve everything in the room. You might still have problems with the metal balls, you'd have to look into that...
2009-06-30 23:54:00

Author:
rtm223
Posts: 6497


Very funny concept! It's simply genius AND simple! I love it. Ii don't have much to say but please put a reset button or something! I hearted it! 2009-07-02 00:38:00

Author:
Chump
Posts: 1712


I think the clearest sign of brilliance is when the existence of your level makes switch geeks start burning lean tissue out of a desire to improve your design.

I agree with the general mood - this is a 5-star concept waiting for more brutal puzzling. The one recommendation I even have the capacity to make is dissolve reveal curtains with more elaborate designs. Barring that, maybe a race timer. You don't even need to put any pistons on the race triggers: just put the race ender and new race starter one grid square apart...in the next room.

nd on the metal balls: make 'em donuts, then creature-brain-on-a-switch _inside_ the donut to dissolve them? Then you could kill them right along with the dissolve. In fact, a creature brain could destroy everything in a room that's glued to it, ne? I learned that when I glued a boss to the floor and ended up killing a whole level.

...

Ah, crap. That'd lead some mook to score a million spamming the reset button, though.
2009-07-02 04:40:00

Author:
coyote_blue
Posts: 422


just put the race ender and new race starter one grid square apart You can just trigger the new race gate and walk backwards though...2009-07-02 08:57:00

Author:
rtm223
Posts: 6497


Barring that, maybe a race timer. You don't even need to put any pistons on the race triggers: just put the race ender and new race starter one grid square apart...in the next room.

nd on the metal balls: make 'em donuts, then creature-brain-on-a-switch _inside_ the donut to dissolve them? Then you could kill them right along with the dissolve. In fact, a creature brain could destroy everything in a room that's glued to it, ne? I learned that when I glued a boss to the floor and ended up killing a whole level.

...

Ah, crap. That'd lead some mook to score a million spamming the reset button, though.

Im not sure what you mean by the first bit...like instead of the race that's already there? Or do you mean a race for each individual room?

And for the second bit I guess you're thinking ideas for how to do the reset. I have some cow glitched materials (thanks to the level created by one of the LBPC members...can't remember who) but that might change the physics...I think the best way to do it would be rtm's demitters...I'll have to give the demo a try and fiddle around when I'm not working on something else... To many ideas to little time (and not enough patience!)
Thank you for the feedback though
2009-07-02 12:01:00

Author:
adlingtont
Posts: 321


I played this a couple of nights ago and really liked it. Its an excellent concept that you've implemented really well. I was playing with a couple of my younger freinds (who enjoyed it to) and they were a bit sticker happy at times but it was great fun anyway, they were requesting restarts if we messed up and dancing when they completed it, I had a lot of fun just watching, but I went back in and replayed it myself later .

Anyways, heres the feedback;

+ Excellent idea
+ Well thoughout
+ Great physics based puzzles
+ Really awesome puzzles
+ That last one was HARD but awesome, I had to think but messed it up, I WILL be back to finish though

- Visuals were a little flat, they are'nt really needed in a level this but a bit of extra details here and there would'nt hurt
- On the yellow button, the sticker switch was showing. Maybe another sticker in its place to indictate thats were you stickered would look better?
- I found that placing a sticker directly onto the yellow block sometimes did'nt trigger it, I actually had to use the side of the block to activate it.
- I was a bit dissapointed after the hard puzzle that the level had ended, I was really expecting, and wanting more!!!

I would love to see you expand it and add bigger, better, more brash puzzles into it, its an excellent idea and was really enjoyable to play.

***** and hearted

Good job!
2009-07-02 12:45:00

Author:
GruntosUK
Posts: 1754


Well my biggest worry over thinking up new puzzles was that the last one was to hard, so I was trying to think of new puzzles that were challenging but simpler...but if people are all for that level then I'm sure I could get a load more out especially with a couple more features that I haven't added!
Ok puzzles balls is my new priority level
2009-07-02 15:35:00

Author:
adlingtont
Posts: 321


Ok puzzles balls is my new priority level
That's good to know. I think we need more unique puzzle ideas like this in LittleBigPlanet.
2009-07-02 20:40:00

Author:
BSprague
Posts: 2325


I'd say go with the last puzzle as your benchmark for more, it really shows off the mechanics and ideas you have. I for one would lap it up, I was very dissapointed that the level had showed me the ropes and then ended so quickly shortly after. Peas ready to be
really rewarded by taking the time to work the more complicated problems out and then BAM scoreboard!!!!
2009-07-02 21:57:00

Author:
GruntosUK
Posts: 1754


I can't really say much, as others have already said pretty much everything. This was a really original and mind bending level, and the only gripe I had from it (I know there will be a better version so I won't say visuals a stuff) but the name: Puzzle Balls, I don't really like it. Try to get something that sounds cool and is quite creative, as puzzle balls is kind of plain.2009-07-02 22:03:00

Author:
Kog
Posts: 2358


Yeah I'm not so good at names. If any one has any ideas...?
Also I'm not great at visual design, I'm very much an ideas man. Pointers on that would be good as well...I'm thinking for the next version I could do a series of themed worlds (forest, factory, snow etc). Hopefully have it up in a week or two.
2009-07-02 22:14:00

Author:
adlingtont
Posts: 321


Peas ready to be
really rewarded

My peas were also ready, but I was not

On the topic of the name, it didn't really occur to me at the time (puzzles and 4 good reviews sold it to me), but I probably wouldn't play a level called puzzle balls. sadly I'm crap at names too sooo...

Also, I wouldn't worry about making things harder. I'd just make more puzzles. If they turn out easier, slot them inbetween exising ones, if they turn out harder, put them at the end. If you incorporate a reset and a skip, then good players can just do the hard puzzles, persistant players can do trial and error, and lazy players can skip. Everyone's a winner. Except for the losers. They don't win. Not sure where I'm going with this...
2009-07-02 22:37:00

Author:
rtm223
Posts: 6497


I just played through this level and the first thing I thought was: oh no... a puzzle level. I haven't played any I really liked so far but I said I was going to play it and so I did.

This is a very good level indeed! I read through what others have said and everything has already been said. I just generally agree with all of them. Don't worry to much about visuals it since it looks great the way it is, reset would be nice, the concept is great and this idea must be expanded and all that. One small thing I don't think anyone else mentioned is that the speech bubble showing up at the end saying something about a race dissapears too quickly. I didn't get a chance to read it.

I think it's a bit on the easy side. Good for the learning curve but if there were more puzzles they should be a bit harder. And change the name. Maybe something about dropping and balls?
2009-07-04 15:06:00

Author:
Green
Posts: 45


Im not sure what you mean by the first bit...like instead of the race that's already there? Or do you mean a race for each individual room?

Yeah, I was wanting individual room races. rtm makes an excellent point about race switches, though. I've never actually TRIED putting multiple races back-to-back, so I hadn't thought of the consequences of breaking the race down into pieces.


And for the second bit I guess you're thinking ideas for how to do the reset. I have some cow glitched materials (thanks to the level created by one of the LBPC members...can't remember who) but that might change the physics...I think the best way to do it would be rtm's demitters...I'll have to give the demo a try and fiddle around when I'm not working on something else... To many ideas to little time (and not enough patience!)
Thank you for the feedback though

Yes, I'm trying to figure out how to get the metal balls to disappear with the rest of the level, if in fact you try a reset that involves destroying the objects before re-emitting them. My hollow-metal-balls-with-brains idea would inadvertently give the player points...which a patient player would try to abuse.

Given that that's two of my genius ideas shot down, I'd say it's clear you'd better listen to rtm instead.
That said, thank you for this level again...it's obviously making me think harder than I'm accustomed to doing.
2009-07-04 15:24:00

Author:
coyote_blue
Posts: 422


THere is an alternative method of getting rid of the section to respawn. Dissolve everything, then have the metal balls on (invisible) winches. The winches pull the balls to the corner of the room, once the ball is in the corner of the room you disolve the anchor point for the metal balls then re-emit.

Or you could have a big rock come and crunch everything

As for the race gates, I was only aware of this because someone else posted it on these forums. I think it might be a good idea, but you would need the doors to lock after you, which isn't a big deal.
2009-07-04 16:13:00

Author:
rtm223
Posts: 6497


Haha no worries Coyote I never thought of putting individual races in each room so that idea was worth it! Just involve blocking off the previous room...combined with a reset switch the player would just have to go through each room one at a time with no back tracking...(as rtm said just as I wrote this )
And the other point...brains would be a nice way to give the player the exact same amount of points for each complete puzzle...I'm not sure but I think my current system is a little buggy but that would take some testing and confirmation...
If the metal balls are emitted along with the rest of the room then I don't really see a problem with the demit/remit method on the whole room...the only thing that worries me about that is the fact I'd have to separate each room and capture it (time consuming ) but how much space they take up in my profile could be a problem but so far I think it's the best idea there is
2009-07-04 16:18:00

Author:
adlingtont
Posts: 321


There's actually a guy out there who makes a switch box that kills six brains at once, in order to give the player a clean 300 points, no bubbles. So with that idea, you could ramp score right alongside difficulty. An easy puzzle nets one brain, difficult gets five or six, and so on.2009-07-05 01:43:00

Author:
coyote_blue
Posts: 422


There's actually a guy out there who makes a switch box that kills six brains at once, in order to give the player a clean 300 points, no bubbles. So with that idea, you could ramp score right alongside difficulty. An easy puzzle nets one brain, difficult gets five or six, and so on.

Or you can just emit them at the end, like he did in this level. If you want to reward difficulty, just make it spawn more bubbles.


Or you could have a big rock come and crunch everything

Ha ha - made me laugh, but it would actually work - you'd need to not use metal balls, though.
2009-07-05 03:50:00

Author:
comphermc
Posts: 5338


Waitaminnit. Could you put the level up high? Then if you had to dispose of metal balls, you could just make the floor beneath them disappear, let the ball fall to a lonely grave, puzzles resets.2009-07-05 05:23:00

Author:
coyote_blue
Posts: 422


Great level!!

As others have said, this is a really really terrific concept, and the puzzles were amazingly unique and well thought out!

As others have said though, this level has a HUGE amount of potential but there is a lot of spit and polish you apply to make this level an absolute must play.

The graphics at the moment are a bit bland, and could do with a lot more decoration. While there is definitely something to be said for a level that looks really clean and simple, this was a bit plain.

One thing in particular that I noticed was that the level was completely empty under the floor, except for an unappealing layer of green gas. It may only have been visible because I was playing with a friend, and the camera zoomed out to accommodate the both of us on the same screen, but I'm sure you could put something there that would look nice if the player happened to see it.

The race gate is a great idea, but having the gate waiting at the start on a piston didn't look great. Did you know that you can emit a start and end gate? It works well because you don't need to leave space for it at the start, at the moment it looks a bit out of place.

My only other complaint was the introduction to the level, which seemed a bit drawn out. The mechanics of the level were spelled out well in the first section, but then the introductory puzzle (number 0) felt a bit redundant after already being shown how the level worked. I felt like both of these introductions could have been combined into one tutorial, at the moment it feels overexplained.

Anyway, sorry for the wall of text, but I feel like this level could be absolutely amazing if you polished it up a bit and really brought the visuals up to the level of the gameplay. But at the moment it's already a terrific level, and it's so close to being an absolute stand out. Well done! I gave it :star::star::star::star: and hearted it to play again


If you've got time, please check out my Jumping Castle level for F4F! I'd love you to hear what you think.
2009-07-05 10:59:00

Author:
CheesyMcFly
Posts: 211


Just played the level, found a great concept, and have some suggestions to improve (I think) it.

- Change the covering layer into dissolve, so, when the button is pressed, they reveal the puzzle, instead of slowly go up.

- Add also music (maybe adjust the volume to half or so)

- Add also a sound effect when the coloured ball reach the U container

The puzzles were simple but effective, and I appreciated the increasing difficulty.

I am just waiting you to make more of them.

Great idea on how to implement sticker switches!

Rated :star::star::star::star::star: and <3, also hearted you as a creator.
2009-07-05 15:12:00

Author:
Miglioshin
Posts: 336


Thank you for the new feedback guys. I will probably work on it tomorrow after driving (and do your F4F Cheesy). New puzzles are on the way, maybe with an improved look, then I'll look into resets (and possibly new unlockables).2009-07-05 16:52:00

Author:
adlingtont
Posts: 321


I love a good puzzle, so I had a go on puzzle balls and found it to be great fun! A really original concept, and required actually thinking before acting.

PROS

I like the way you have to try and predict how the physics will behave when you make your move.

Very original concept.

It's a puzzle level!

CONS

Needs a reset button!

Visuals, although functional and clean, were nothing special.

SCORE

Since I love puzzle levels I gave this one :star::star::star::star: and a heart. Good job! :hero:
2009-07-06 05:35:00

Author:
chillum007
Posts: 228


Oh, migloshin has reminded me of something. The sounds. You get a "partial completion" (or whatever) noise each time you dissolve something. Even when it's wrong. Personally I think you should change the dissolve sound for something more passive and do a partial completion when a ball goes into the correct U. It's a little misleading otherwise.2009-07-06 10:20:00

Author:
rtm223
Posts: 6497


The dissolve sound is because of the sticker triggers. Is there a way to stop it because it annoys me too?2009-07-06 10:22:00

Author:
adlingtont
Posts: 321


I mean the sound effect that you trigger when the dissolve dissolves. Not the sound the dissolve makes when it dissolves (the little subtask complete thing).

And no, to my knowledge you can't
2009-07-06 10:25:00

Author:
rtm223
Posts: 6497


Oh the little fizzle out thing? Don't think you can stop that either 2009-07-06 10:33:00

Author:
adlingtont
Posts: 321


Let me start again, as I'm apparently incapable of making myself clear....

When you sticker the pieces of dissolve, a sound object is triggered, which makes the little fanfare noise (subtask complete). To me, that noise says "well done - you did somethig right" and I get a warm, fuzzy feeling about it. However, it triggers even if you do something wrong. I think the fanfare might make more sense be when you actually get a ball in the correct cup.
2009-07-06 10:44:00

Author:
rtm223
Posts: 6497


Well that's the subtask complete which is triggered automatically when the sticker trigger is activated, not my doing.
Sorry it's early and I was tired so didn't understand to well
2009-07-06 10:57:00

Author:
adlingtont
Posts: 321


Oh really? Sorry I didn't realise that was the case. I've never used sticker triggers at all so it never occured to me that it's automatic. I thought you'd just get the sticker noise and any additional noise would be user-defined. That's rubbish.

Ignore that suggestion then.
2009-07-06 10:59:00

Author:
rtm223
Posts: 6497


Oh really? Sorry I didn't realise that was the case. I've never used sticker triggers at all so it never occured to me that it's automatic. I thought you'd just get the sticker noise and any additional noise would be user-defined. That's rubbish.

Ignore that suggestion then.

It's the same thing for paintswitches, how they play a sound and make the object glow for a second. All of these things should be optional. And for PuzzleBalls, if you are still working on the whole "reset" problem, I think I may have found a workaround.

Also, if you are a looking for a name, instead of using the word "Balls" use "Sphere" or "Orb", because "Balls" just carries connotations that aren't so pleasant.
2009-07-06 13:15:00

Author:
BSprague
Posts: 2325


Yeah it's annoying that they advertise LBP as creating...fully customizable...do whatever you want...the stick in something like the automatic sound...in my opinion it was the level designers at MM getting lazy and not wanting to add a sound to every sticker switch so just made it automatic.
What's the workaround Sprague?
2009-07-06 14:10:00

Author:
adlingtont
Posts: 321


Just played this and loved the whole concept as I love puzzles anyway.

It's very addictive too. I had to play several times before i did them all in one go as some require a quick sticker finger aswell.

The lack of decoration didn't bother me as the puzzles were engrossing enough on their own though a little decoration wouldn't hurt but I wouldn't put too much as you don't want to make it look too cluttered or use up valuable thermo with decorations that could be saved for more puzzles.

I honestly didn't notice the gas under the floor but I can't see any point in that as you can't fall there can you ? I would just put a thin layer foreground of a simple material.

BTW how did you use a one layer race gate, I thought you couldn't use them any more. Is it an old one you had before the patch ?

Talking of race gates it's possible to cheat that at the moment. I did all the puzzles then went back to the start and activated the race gate and simply ran to the finish. I only got 2nd though so obviously the player at number 1 managed to cheat even better than I did Lol.

I was going to ask if all the rooms are the same size and would you consider handing out a template to friends to make extra rooms for you but I notice you said you've already got some more ready to put in.

Oh I nearly forgot. The only thing I thought could be improved in the actual puzzles was the stone balls. I thought they would make the whole puzzle look cleaner if they were a cleaner looking material ( glass for instance ) or maybe just stickered black perhaps. Just a thought.

Great level anyway and I look forward to playing more of the same.
2009-07-06 17:00:00

Author:
mistervista
Posts: 2210


You can jump down as the puzzles are on the back two...levels...completely forgot the word there...
To be honest, it was so long ago that I started this level that I've forgotten now but I'm pretty sure I didn't have to use a saved object.
Yeah cheating is something I'll need to address...you naughty bunch tsk tsk.
This was something I thought of, put a competition on LBPC and pick the best 10 or 20 levels to be some kind of unlockable extra.
2009-07-06 17:21:00

Author:
adlingtont
Posts: 321


You can jump down as the puzzles are on the back two...levels...completely forgot the word there...
.

Can't you just draw a box round the puzzle rooms and move the whole thing forward a layer so that they're occupying the front 2 thick layers making it impossible to jump forwards?
2009-07-06 17:30:00

Author:
mistervista
Posts: 2210


Hey adlington,

Have you checked out rtm's demitters level yet? I really feel like his demitter/remitter would work just fine in your levels, as long as you take the time to set it up right. It would give it that extra little bump, and make it a great level, if you can reset the puzzles. He gives away the completed demitter device in his level, which I might add is beautifully well done.
2009-07-06 17:47:00

Author:
comphermc
Posts: 5338


I tried shifting it all forwards but for some reason it wouldn't go but I'll try again.
Yep I've been meaning to check it out (was busy on the weekend though but I'll look during this week, you know how it is)
2009-07-06 17:49:00

Author:
adlingtont
Posts: 321


Great concept you have there adlingtont, loved the puzzles!
The only negative i can say about this level is that i would like a reset switch and some better visuals, it looked pretty standard, but besides that it's a pretty genious concept!

gave it 4 stars and a genious tag

misty.
2009-07-11 15:47:00

Author:
Mother-Misty
Posts: 574


Now that I've visited the level with rtm's demitter, and seen how it works, I would definitely advocate it over any of my other harebrained plots.2009-07-12 00:32:00

Author:
coyote_blue
Posts: 422


I'm working on getting the puzzles to restart...I just had to work my way around the logic still connecting...but I think I've worked out roughly how to do that and I am going to use rtm's remit. Now it's just doing it! Phew...2009-07-12 01:09:00

Author:
adlingtont
Posts: 321


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