Originally posted by HoorayForJayOriginally posted by MercuryPennyHEY GUYS
I updated my thread and posted a link to the no-break version.
Originally posted by MercuryPennyno-break version.
Screen 1 + 5
, you can spin jump over the disco shell.
Screen 13, I don't think either of the first 2 on/off switches are needed.
Screen 15, can't see why you would need another p-switch. You can also just jump on top of the on/off switches from screen 15-16.
Screen 16, the pipe is broken.
The whole level seems very... spacious. Like you've left lots of empty gaps which could be filled by content, instead of what feels more linear. In a kaizo hack, nothing should exist unless it is going to be used, be it platforms, enemies, or even just munchers.'
I'm only trying to debunk this because of the "Sokobansolver quality" in the intro is quite unintentionally insulting.
1) That was intentional.
2) lol wut I don't know what you're talking about
3) It's easy to run out of time in that section.
4) Makes it harder, right? that was a mistake on my part, but I left it in because it added difficulty.
5) I was just designing it like I would normally. Oh well.
6)