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Author: sup_mus
Game: Hannah and the Pirate Caves
Date: Tuesday, January 19, 2021 - 4:04 am

Part of the Series: Post Depression Series

[?] Karma: 0

Description:
Another level I've created, a speed one instead.

Tested and possible.

Timings were made to be that close, so enjoy!

User Rating: (Log in to rate)
8.6 out of 10
Great
1 vote
Difficulty Rating: (Log in to rate)
2.8/5 — Normal
1 vote

Dimensions: 87x59 — Treasures: 16 — Water: clear


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User Comments (1)
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Yimmy
[?] Karma: 0 | Quote - Link
Monday, March 1 2021, 8:56 pm EST
Resident Goody two-shoes

Karma: 72
Posts: 1625
Location: Climbing In Your Windows
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8.6/10
Great
2.8/5 — Normal
This level was a pleasant surprise, with a variety of surprisingly elegant traps.
The opening trap is a delight. The basic concept of pushing the boulder out of the way of an arrow is nothing groundbreaking, but the frantic nature of it all makes this stand out. It's effectively a puzzle, but it avoids all the pitfalls of putting a puzzle in a larger speed level because it's still a speed trap with a solid execution barrier. I adore the top right trap in it's simplicity (even if it is almost trivially easy to perform), and the bottom has one surprise that's laid out and prepared for very well.

Unfortunately, many of the other traps (particularly the second one) look chaotic and unappealing only to have relatively mundane gameplay. There's also a few points where a minor obstacle is crammed into a tiny place just because, and those did more harm than good. The arrow above the second treasure doesn't even activate consistently, and there's one trap near the bottom left where I kept on dying to the arrow explosion; I personally think it's bad design to have an arrow immediately explode in front of a player and force them to slow down like that. There were also a few jumps that were arbitrarily annoying: Getting on the right of the boulders in the top right, and the arrow you have to hit after that trap both come to mind. Those mostly arise from throwing obstacles in for no reason, instead of adding traps because you think the trap is good. I think you could focus on quality over quantity a bit, and use the space filled with tiny quasi-traps to flesh out the ideas that are actually better.

The difficulty and progression are smooth. It's pretty nice how the more difficult traps are intersperses, so once you conquer a harder part you can make it past a few traps fairly easy and feel like a cool guy who made a lot of progress.

I had a lot of fun with this level since there were some really nice things in it. There were a few obstacles here and there that felt like they served no purpose but to annoy which bogged the level down a bit. I think I'd recommend it


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