Ambrosia Garden Archive
    • a_Maelstrom_0.1 at the center


      a collection of concepts

      Attached File a_Maelstrom_0.1.SketchMap.zip (16.86K)
      Number of downloads: 12 is a few ideas that I strung together into a Star Quest which can be done in any order so there is no bang up ending, its all about the journey. By design it uses lots of non-standard elements, especially one way walls; and there are no enemies, the gun is for navigation... Your feedback and suggestions appreciated. Enjoy!

      This post has been edited by VictorVS : 13 April 2007 - 09:51 PM

    • Interesting level. The one-way walls are a nice challenge in "one way or another" and to some degree "a few invisible things", but they get very annoying in "a bit of a tangle", where turning around can send you on a long, painful trip back to nearly the start. Basically, the passages there are too narrow for one-way walls. Also, the fact that nearly the only challenge in the level is "don't bump into the walls" gets a bit repetitive.

      Edwards