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Adventure: Sunken Cemitary
Posted: Sun Mar 09, 2014 7:18 am
by Jutomi
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Inaccurate Level Description wrote:Difficulty:Medium
Bonus Difficulty: Null
Type: Tedium, Puzzle, Free, Jumbled
Feel: Lax, Saddening, Gloom, Open, Basic
Family: Miscellaneous
Reward: Poor
Here's a really sad, confusing, possibly frustrating, and mournsome (AKA very negative, apparently) level involving an idea I had;
Why not have my first puzzle with moobots include conveyor-belts, one of my favorite features for puzzle reasons?
So, here it is!
I assure you, as impossible as it might look, it is 100% possible.
Of course, this does use something that could likely be considered a bug, in one part, but...
besides that, it's pretty fair.
My video solutions:
+
Part 1
+
Part 2
+
Part 3
Actually, after recording this, this wasn't that tedious for me...
in fact, it was actually incredibly relaxing. Huh.

Posted: Sun Mar 09, 2014 3:55 pm
by samuelthx
Just a note that I'm working on this.

I think I know the solution, but it's very tedious (especially if I want to get the 2 Moobots out of their enclosed room).
Just a quick check, are you absolutely positive that the yellow Moobot can be killed? I see no way of doing so...
Posted: Sun Mar 09, 2014 4:11 pm
by Jutomi
I assure you, that
yellow Z-bot is what makes this level so tedious, and not the
fire or
gold ones.
Again, it uses something similar to a popularely known event that'd probably be considered a 'glitch'.
However, to do this, not only is the glitch harder to do, in this situation, but it's harder to even get started!

Posted: Sun Mar 09, 2014 4:32 pm
by Jutomi
Oh! Good news, I found out why the automatic star trail sometimes stopped moving.
Apparently you can turn them on and off via using a switch of the same colour.
Hmm... I wonder what else I could do with this.
Posted: Sun Mar 09, 2014 4:38 pm
by samuelthx
Jutomi wrote:I assure you, that
yellow Z-bot is what makes this level so tedious, and not the
fire or
gold ones.
Again, it uses something similar to a popularely known event that'd probably be considered a 'glitch'.
However, to do this, not only is the glitch harder to do, in this situation, but it's harder to even get started!

Bleh. This makes your adventure even more tedious. It's the Grow Kill trick.
(Is it even possible to do it, since the Moobot's plies between only 2 tiles

)
For sanity's sake, next time could you please make things more, uh, convenient for us (like putting the colour change button next to the toggle button)? If the challenge lay in going back and forth I wouldn't mind, but this is just plain tedious (and bordering on annoying), since I can manipulate the star trails any way I like (in a very unchallenging way) with unlimited grow and pop.
Posted: Sun Mar 09, 2014 4:47 pm
by Jutomi
Well, the thing is, the
grow trick is used here!
And, it does work.
However, the fact that you'd need some way of activating the moobot while still casting the
grow spell is the real question.
All so, if you actually do accomplish this, you might find that while doing so, you'll have access to many of the colour swaps necessary just by running by.

Posted: Sun Mar 09, 2014 7:07 pm
by Muzozavr
OK, I killed the yellow moobot, but only using the "stop the orange trail" trick. I'm sure it would've been possible without it by redirecting the orange trail somewhere else and bringing a different one (the blue, for instance) but I was too lazy.
Saved the game and going to continue playing...
EDIT: OK, no. I got some more of them killed, but then I found out that I ruined my chances by not getting the second "locked" moobot out when I had the chance.
It's a nice idea and the level
does have its witty moments (the yellow moobot, the round buttons that have to be temporarily covered by a moobot, etc) but the overall "be extremely careful and pop/grow your way throughout) makes the level extremely tedious and not worth an immediate replay.
Maybe later, when I get in the mood for a level like this, I'll try again, but right now... no, just no. Sorry.
It IS an impressive design, though.
EDIT 2: Also, your title is not spelled right. It's "cemetery".
Posted: Sun Mar 09, 2014 9:11 pm
by Jutomi
Well, it was a strange concept that I figured might be intriguing.
Sorry if it really is too tedious, though.
All so, I keep spelling cemetary as cemetary, which I thought was right, and do so out of habit.
However, I changed it to "Cemitary" because the spell-check showed that "cemetary" was wrong. Apparently I didn't check "cemitary", because that's what I put in.
Oh! P.S, I made this in two hours until well past midnight, so that all so contributed a bit to this misfortune.

Posted: Sun Mar 09, 2014 9:51 pm
by Muzozavr
The concept is interesting. Perhaps a less tedious level could be designed based on the same concept, keeping all the witty parts and adding more.
Posted: Sun Mar 09, 2014 10:04 pm
by Jutomi
Honestly, I am thinking about adding something like this(but less tedious, of course) to a level in the eighth world of my hub.
Of course, I have to actually make levels in the other seven worlds, first...

Posted: Sun Mar 16, 2014 6:29 am
by MyNameIsKooky
I finally got around to playing and finishing this adventure. Pretty cool concept, albeit this adventure was tedious in parts.
Long live the indigo star trail!

Re: New Adventure: Sunken Cemitary
Posted: Sun Mar 16, 2014 6:43 pm
by Wonderman109
Jutomi wrote:
P.S. the orange star trail likes to stop and go, for some reason.
If set to working automatically, a conveyor/star trail can be activated and deactivated like gates and Moobots with buttons. The orange button is responsible, and I used it.
This was a nice level, with many solutions. I ended up using the Growflower impalement glitch for most of the Moobots out of mostly laziness (is there even another way with that yellow 180 degree one at the bottom?)
Posted: Sun Mar 16, 2014 7:44 pm
by Jutomi
Nope.
