Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For me this was actually a pretty simple chamber, especially for anyone accustomed to Demon Arisen/K7 Avenger maps. This feels like a distilled, simplified version of some of the core mechanics used in their puzzles. It was good though. I feel like a roomy map like this would benefit from a Hammerization of some kind - I’m mixed on excessively large PETI chambers, but can dig a massive Hammer map.
If anyone wants something like this but much more challenging, check out the likes of Skyranger (or the hammerized version by Critfish) by Demon Arisen and Abstract by K7 Avenger.
Difficulty: 3.5/10
Design: 8/10
Enjoyed: 6.5/10
My blind run: https://www.youtube.com/watch?v=dyIJ0Afp6lY
Other than that, a solid test. Good job!
I made the last move, to the exit, using the orange gel rather than as @Leomievs.
If you want to prevent it, it should be a pretty easy fix. The intended way is definitely better imo.