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
Amazing map and puzzle design!
When solving the first out of the triplets, I felt that fizzling might not be intended, so when I entered the same room with that solution removed, I thought I was getting punished and challenged, in a funny way... But then I solved the other two rooms in the exact same manner pretty easily( the fizzler is close enough to the edge. The cube might have moved away once, but it worked just fine after that ) and it seems that's just not intended... :/ a hmm from me
It's incredible how hard it is to begin swap-thinking ^^
I played the predecessor (EPR Paradox) and had trouble seeing the solution involving the momentum swap. I wanted to use my knowledge here, so I tried to move the cube already in chamber 1 of 3 (after the tutorial room). It even worked In a glitchy way, I can't say how it happened. I was at the elevator and threw the cube over the edge to give it some mid air sideways momentum. After I succeeded there was only one cube left. I couldn't find the other one anywhere!
--> that's why I never came up with the intended solution. How am I supposed to know that one cube gets destroyed with the other one ? Was that explained somewhere? o.O
I'd prefer to enjoy those great aesthetics with regular Portal mechanics first ^^
Anyhow, good job and it deserves to be on podium :-) Funnily it is also my personal third place after Gravitational Defiance and Buoyancy.
@zeo1337 Thanks for playing! The solution to the first puzzle is surprisingly simple: just leave the ghost cube inside the fizzler and swap the cubes to destroy them but it is definitely quite sneaky and not that easy to see.
Mapping-wise:
You don't immediatley notice all the effort because it is executed so well and blends into the whole scenery (many custom materials, their surface-reflections, custom puzzle mechanic, the skybox mood/color)
You can tell every bit of the map has been carefully thought through, and I do not want to imagine the amount of logic under the hood that is needed for such a map concept.
Puzzle-wise:
Using the same chamber layout for multiple puzzles is genius. I enjoy them in general and you managed to do it 3 times in a row!
I had to look up the solution for puzzle #1, but managed to solve the rest on my own. In retrospect they do not seem too difficult, I think I am just not used to the new mechanic already.
I couldn't think of a more fitting music, too. Mike is a skilled composer for sure.
1. The momentum switching might be better introduced in a transition hallway using an oscillating cube behind showroom glass. The player can watch the cube going up and down and sees the other cube in resting position. Pressing a button then demonstrates the instant changing behaviour in some way. Imo the intro chamber was a little too complex for beginners like me (I couldn't get the cube off the void place and the spawner was too far away from the main action)
2. Maybe tone down the brightness of the pink/cyan tiles a little bit. They weren't brutal to the eyes and nicely placed to accentuate the chamber geometry, but still felt a tad too bright
3. For the love of god, please add a little brush in front of the angled panels so the player can walk into the portal without the need of jumping... That was so annoying ;)
Incredible work altogether, the custom puzzle mechanic has potential!
Unfortunately, due to the contest rules, we cannot update the map before judging is over. Try to not reload saves when solving the final puzzle I guess :P
@sheepdog Thanks for the video! There is a slightly nicer solution to the second puzzle, but it's the same idea more or less. The rest was all perfectly intended :]
My one complaint: in the first main chamber, the fling to the cube room doesn't always work.
Just a note, the description says the beta branch is required but I'm not opted in and played just fine. It also says "squeal" instead of sequel. :)
I still can't say anything positive about the aesthetics. Oh well, I really liked the transition between chamber 1 and 2 at least. I also like that the first chamber introduces the momentum-behaviour... a lot better than the previous map.
Thumbs up and good luck.