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Re: [Enigma-devel] Enigma 0.8 beta version questions

From: slfabian
Subject: Re: [Enigma-devel] Enigma 0.8 beta version questions
Date: Fri, 26 Sep 2003 22:22:08 -0400

Hi Daniel,

Wow!  I am obviously pleased with your decision, but I also wanted to
comment on how impressed I am that you genuinely are concerned with hearing
and responding to the thoughts and ideas of the people who play your game.
I look forward to the final release of version 0.8 so I can try some of
these new levels.

I also noticed what seems to be a problem with the level called "Jump and
Run" in the Enigma level pack.  Admittedly, I have never been able to solve
it yet in version 0.7, but the "moving arrow" (I don't know the official
name for this) just stops in the beta version.  It behaved differently in
version 0.7.  The same thing happened in both the normal and easy difficulty

Stephanie Fabian
----- Original Message -----
From: "Daniel Heck" <address@hidden>
To: "slfabian" <address@hidden>
Cc: <address@hidden>
Sent: Friday, September 26, 2003 6:33 AM
Subject: Re: [Enigma-devel] Enigma 0.8 beta version questions

> Hi Stephanie et al,
> Thanks to every one who commented on the locking / no locking issue. The
> consensus seems to be that some of the levels in Enigma are
> frustratingly difficult (even for veteran Oxyd players).  They are even
> more difficult for newcomers, who would profit most from an enforced
> level order.  And: there's no denying that Enigma *is* an incoherent
> collection of levels, and given the current development model, there's
> not much we can do about this.  Using a level locking mechanism for
> adding more structure to the level packs is probably really not the best
> solution, although it would be useful for certain kinds of level packs.
> I think I will disable level locking for the 0.80 release and maybe add
> an option to the options menu.
> > I also wonder why two of the levels were changed to make them more
> > difficult.  I am referring to "Mission Impossible" in the Enigma 1
> > level pack, and an unnamed level (level 16) in the Esprit/Oxyd level
> > pack. Mission Impossible used to have fewer lasers and Level 16 used
> > to give you 3 lives, but now only gives you one.  I have also had a
> > problem on several of the levels already with trigger plates getting
> > stuck.
> Mission Impossible is easier if you set the difficulty to easy in the
> options menu.  I will fix level 16 for the final release.
> The trigger plates are already fixed in the development version.
> Cheers,
> Daniel
> --
> Daniel Heck
> http://www.rzuser.uni-heidelberg.de/~dheck/

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