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IDProjectCategoryLast Update
0009891Shattered HavenBug - Specific Puzzle IssueJan 20, 2013 8:36 pm
ReporterGameMaker24 Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Summary0009891: Nearly impossible first boss level...
DescriptionThat warehouse is the ultimate nightmare! :) The floor is slowly caving in, Grays are emerging from multiple spawn points, torches shoot at you, and you must wait for a Slow Gray to randomly appear so that you can lead it to a shelf that must be broken to obtain the Iron Sickle stash, which will likely be exhausted before you have killed all the Grays. Whew!

I attempted this many times, but finally had to use Ghost Mode to win so I could move the story forward. If an actual Slow Gray is placed in the room, it would start wrecking the place too early; maybe it could be forcefully released after a 3-5 second timer?
TagsNo tags attached.
Internal WeightFix Before Major Release

Activities

Chris_McElligottPark

Nov 12, 2012 6:24 pm

administrator   ~0028944

Bear in mind that in the new version of the game there are many things that alter the difficulty of old levels. For one, the movement speed of the character and enemies are subtly to majorly different. For another, whenever it comes to pits those are now vastly larger than they once were, making what could have been easy before now impossible or very difficult when there are thin passages.

For those sorts of levels where the difficulty is clearly just way off, we'll have to refactor those in some fashion to make them work with the new game -- or just throw them out and do completely new levels if they are un-salvageable.

I don't think there are that many that are off to this degree, but I just wanted to clarify why this one is so off!

GameMaker24

Nov 13, 2012 8:21 pm

manager   ~0028959

Ah yes, I forgot that movement speeds vary so much from the original. I'll have to try testing that level in Alden Ridge to see the intended difficulty level.

GameMaker24

Nov 17, 2012 8:40 pm

manager   ~0028993

I tried playing this in the original game today. The (New?) Gray that is able to break the shelf containing the sickles you need is a lot faster, while the other Grays are slower. This also means there are fewer Grays spawned when you obtain this weapon stash. Still, I got slaughtered several times and never could win. ;) We'll have to adjust this level somehow when the time comes.

By the way, I love the song playing in this level. It rocks!

Chris_McElligottPark

Jan 18, 2013 2:59 pm

administrator   ~0029924

* The first boss level is no longer impossible to win. How difficult it is, I'm not very able to judge, though. It's incredibly easy if you know what to do, but I imagine incredibly hard if you don't do the right things.

I welcome your feedback on it and would love to try to make it less obscure in terms of its solution than it currently is.

GameMaker24

Jan 19, 2013 10:57 am

manager   ~0029959

IIRC, you need a Slow Gray to break the furniture so you can kill all the torches (and/or the spawn points) with the Iron Sickles. This level is still a nightmare, harder than some bonus levels! That's alarming because this level is required to progress.

It takes far too long for a Slow Gray to randomly spawn and crush his way over to those shelves. I can't even win if I cheat and grab the weapons you have laying on the sidelines! I did win once, a long time ago, but that was a combination of cheating and luck.

If I'm missing part of the solution, let me know!

Chris_McElligottPark

Jan 20, 2013 12:07 pm

administrator   ~0029979

Nope, you don't need that; if you're going down and messing with the grays at the bottom, you're missing the passage that opens in the upper left. I've just put in the following change:

* Removed two of the potential iron sickles that players could get in the bonus level, since those were distracting and really just false flags. Now the only options are in the north, so that players don't try taunting the spawn points in order to get the sickles down in the south (it had not even occurred to me someone might try that!).

The solution is in the north, and if you're getting in range of the spawn points then that's really a road to failure. We may need to build some hand-holdy hints into this level via scripting, not sure.

GameMaker24

Jan 20, 2013 6:03 pm

manager   ~0029993

I didn't know that you could get those weapons outside the building -- I though you had placed them there for testing only!

The earthquake layout creator is one of the few things I haven't learned to do in this game, else I'd check the following out myself. ;)

The new ceiling tiles might be blocking your intended passages. One gap did open up in the upper right that allowed me to get the sickles, but by that time the spears had vanished into the abyss. And of course, I died before I could achieve ZeroEnemies. ;)

A clue, though blantant, could be the character saying, "I wonder if I could slip through a broken wall?"

To that end, I can do either of the following:

A.) I can set up a script that runs as AllowsNormalGameplay after enough time has passed.

B.) I can set up a script that is triggered by walking onto a high enough row.

Just let me know which, if either, you prefer!

Chris_McElligottPark

Jan 20, 2013 6:53 pm

administrator   ~0030001

Yeah, the spears are a false flag -- the way the ceilings interact with the level is something I redid the timings for yesterday, but the spirit of the level is the same.

Just as a note, the only part of the game where there's stuff in there for "testing only" is in the bazaar outside the shop, heh.

I think doing a script in the upper right corner about the broken wall would be a good idea. Or just based on a high enough row, like you said -- I think hopefully that would help a lot!

GameMaker24

Jan 20, 2013 8:35 pm

manager   ~0030037

Okay, I've added the hint and set the top row of the interior as its trigger.

Chris_McElligottPark

Jan 20, 2013 8:36 pm

administrator   ~0030038

Thanks!

Issue History

Date Modified Username Field Change
Nov 10, 2012 6:14 pm GameMaker24 New Issue
Nov 12, 2012 6:24 pm Chris_McElligottPark Note Added: 0028944
Nov 13, 2012 8:21 pm GameMaker24 Note Added: 0028959
Nov 17, 2012 8:40 pm GameMaker24 Note Added: 0028993
Jan 18, 2013 2:59 pm Chris_McElligottPark Note Added: 0029924
Jan 18, 2013 2:59 pm Chris_McElligottPark Status new => resolved
Jan 18, 2013 2:59 pm Chris_McElligottPark Resolution open => fixed
Jan 18, 2013 2:59 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 19, 2013 10:57 am GameMaker24 Note Added: 0029959
Jan 20, 2013 12:07 pm Chris_McElligottPark Note Added: 0029979
Jan 20, 2013 6:03 pm GameMaker24 Note Added: 0029993
Jan 20, 2013 6:53 pm Chris_McElligottPark Note Added: 0030001
Jan 20, 2013 8:35 pm GameMaker24 Note Added: 0030037
Jan 20, 2013 8:36 pm Chris_McElligottPark Note Added: 0030038