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I liked the general design/visual concept of the cave, the simplicity of the early parts of the cave, and I thought the trap design in the second half of the cave was neat. After getting maybe about halfway through the cave I decided I wasn't motivated enough to trudge all the way back to the middle just to die again, so I uploaded a checkpoint version of the cave on one of my side accounts so I could continue along. I am very glad I did, because I thought the second half of the cave was significantly harder than the first half.
For me, a lot of this cave was "try this trap, die because I needed to know what to do and I did not think about what to do ahead of time". Which to be fair describes a lot of traps we've all made, and maybe me not liking it now is a sign that I'm super rusty nowadays (or lazy). In all I thought the traps were pretty cool, and designed well, but I didn't think that the second half of the cave was very fun to play through if I'm completely honest. Which leaves me with mixed feelings for this cave, because I liked part of it, but didn't have fun with another part of it, but still thought that it was as a whole well designed.
Given how lazy I have become (and presumably everyone else since nobody else has commented on your or my cave), checkpoints in fleshed out hatpc levels are a big need, so good on Droid for actually implementing that feature in hatpc reborn