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Postat: 9 iun. 2024 la 16:33

nice brain teaser, solid basis, lost of potential to extend the concept.
Ideas:

- only 1 life per map is not good with random maps.
- Let me simulate the coded effects before executing it, because I too easily unintentionally make an endless loop, which is a hard fail-state. or just automatically abort an endless loop (detect it or stop after 40 loops).
- My first impression on these is, that a Logox-turtle approach may make more sense or may be easier to balance. This may be very false, as logox-turtle is worse with sokoban-likes?
- There are only 3 conditionals based only on floor-tile (and countdown loops), with 4 different tiles and boolean operands, there may be more interesting conditionals. the token may be better more modular, than being already pre-permutated. Maybe make conditional, based on the tile in one given direction, if/while (tile to the left is not stone)
- this begs to have sokoban like mechanics. boxes can be moved if nothing blocks behind them. Boxes may just be attacked and destroyed (possible half-life-loot). endless pits are instant failure but can be shot over. collapsable plates over endless pits let you stand on them, but they collapse when you leave the tile, a box on an endless pit (eitth or without collapsable tiles) fills the endless pit and it becomes walkable.
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