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And yes, the lasers can be annoying, I wish there was a laser magnet that would make the laser hit the inlet first try if you are trying it the right, but unfortunately there isn't. Thank you for the feedback and thanks for playing! :D
...speaking of tedious, it's so annoying if you have to hit the exact laser angle again and again in order to being able to repeat an action, e.g. in the end in case you have to reposition the weighted & laser cube up at the glass platform.
Luckily I already knew the mechanics of hitting a laser cube inside a dropper , but hardly anybody who doesn't already know about it can even guess this...
Finally, how about a walkthrough video? I mean there are some in the comments, but it's always nice to have an official one linked at the description, especially if it's a chamber THAT confusing... Anyway, thanks for your effort, you did an incredible job, it's just overambitious imo.
In some way, I know what I'm talking about ^^
Generally, I very much like the visual design of the chamber!
Generally, I very much DISlike the way of hitting laser receivers in narrow angles, it just doesn't feel right (piston platform & opening the "moon" pedestral button). I as the player am experimenting until something works out. It's in the same way boring and unsatisfying. The idea with shooting the laser multiple times through the same portal(s) came by accident, I NEVER enjoy something like that.
Getting the weighted cube out of the rear room by shooting the laser from the other side / from inside is a good idea. Unfortunately you can't immediately see and barely hear the effect, so I had to do several turns which was just tedious!
To be continued...
The puzzle is certainly tricky. So I think "Hard" is fitting.
And Technically knowing all possible moves in a puzzle always makes it linear. Therefore I don't see this as decent criticism.
There is only one "obscure" move in the puzzle which introduces a tricky mechanic not everyone immediately realizes. The puzzle is not hoping for it not to be discovered. It is made to show this to people.
I think a bad way of making a puzzle hard is having an obvious solution which is either stupidly "hard" to execute or requires extreme precision.
So overall in my opinion this level isn't made "hard" in a bad way.
I think it has a tricky solution and requires thinking and is not unnecessarily frustrating, due to obvious solutions that aren't executeable - it can get frustrating because not figuring out the solution, though, which in retrospect would make it hard in the correct puzzle way though.
Playthrough Part 1
Playthrough Part 2
I'm glad you liked it, thank you for playing it :D
At the end I grapped the companian cube, just for fun.
Attention Spoiler!! Screenshot of the solution at the end :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=899977279
In your Top-View of the Chamber there is a dark room at the right side from the blue funnel. It seems there is a laser inside. Is it possible to get there, I cannot find a way.
The puzzle's difficulty was killed by how linear it was. I would rate it very easy in terms of logical difficulty. Spawn cube 1, then spawn cube 2, then spawn cube 3, then spawn cube 4, then exit. That isn't a logical puzzle. "Very hard" is streching it. If knowing all the possible moves in a puzzle reduces the puzzle to linear steps of obvious moves then it isn't hard at all. Making obscure moves hoping that someone might not see them is not only the wrong way of making a puzzle difficult, it also makes the puzzle less fun. The fun part of any puzzle is figuring out the correct sequence of moves which would lead to a solution. It has nothing to do with finding obscube moves.
By the way, you mispelled my name in the description
Blind Run : https://youtu.be/mrPry9QMd2k?t=16m20s
Screenshots. yay
And this puzzle has a solution that's somewhat unique, so you need to do that in order for it to count as beating it (or if there's any unintended solution which isn't a bug like yours, I'll admit you beat it but I'll fix the chamber)