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Trying to play the level legitimately though, it wasn't that difficult. There are a lot of confusing things about the chamber (lack of antlines made it hard to tell what some things did, some other elements seem to serve no purpose at all), and it was far too easy to get yourself or the cube trapped, requiring a restart.
So yes, it was mildly frustrating, but not in a fun way. Frustration and confusion don't lead to a fun experience.
The cube mechanic's cool, but I think it'd be better suited towards an actual puzzle.
If the cube is stuck there is a button in the middle of the room which will un-stuck your cube. however the air strafe is good info, i accounted for air strafing left to skip one step but didnt think about strafing right to skip the whole puzzle, will def add in another glass panel to fix that.
also if you like the cube mechanic but would like to see it in a less intentionally frustrating setting i have this test
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3271448779
The problem with those is they don't make the chamber really any more difficult, they just make it annoying. "Oh, you looked at the wrong laser catcher? Restart the whole chamber!" Easy to avoid, but super annoying if you accidentally do it. Not fun.
Not if the cube's on solid ground. All it seems to do is disable the light bridges. If the cube's on an actual platform, it's stuck.
gotcha, the spot just before and just after the double strafe jump needs to be added into the reclamation system. ill try to figure a way to make it work, i honestly hated that there were some solid ground sections and was trying to minimize areas where the cube could be irretrievable. i hate it when a map expects you to open the menu to restart in order to retry something.
absolutely fair criticism, i was going for a getting over it kind of vibe for the map, but i totally get thats not fun for everyone, and the map may not be long enough to pull off that effect.