While designing this level I knew I wanted to include a statue and played around with different designs. The final design of the statue was inspired by the level "Abu Simbel" by @Jose Luis Galiano. I'm not a big fan of tricks but there is a move in this level that is quite "tricky". I will post here the level that inspired this trick (if I remember it). Here you can view a different version of the level with an alternative ending (this ending does require some basic tricks). Spoiler: Version 2
I came back to the first episode of the Last Tomb serie and finally I finished it. It has really nice ideas but honestly if you are not fan of tricks... what have you done in this level? Spoiler ToA and last trick were not cool... Thanks for sharing!
Hi @chemi there is only one trick required which is fairly simple if you know how it works, the rest is simply autopilot and good timing - I do explain this in my first comment. I am afraid yours is not a consistent rating scale. Thanks for playing though. Spoiler: The importance of consistent ratings What I meant with the rating scale is the following: This is a message each player gets at some point in the forum: "Thank you for rating a level. The creators appreciate the feedback! In that vein, please (if you can) leave a thoughtful comment, particularly if you are rating with a high or low score. 1-stars must be justified. Note that ratings cannot be deleted, but they can be updated if you made a mistake. Please use comprehensive evaluation and discretion when rating so that it has meaning. If you want to simply send a message of encouragement or that you like a level, use the "Like" link below the level card instead. " I understand that consitency is a key to rating levels. One cannot like one thing and then the opposite. Otherwise creators get confused and don't know how to please players. @chemi I have looked at several different ratings of yours and I am yet to find a level where you criticise the use of autopilot. Clearly here you justify rating the level with 4 stars for using autopilot (as this is the first trick you refer to). In fact, this level is inspired by "Abu Simbel" that uses a similar autopilot + right timing move, and no players argued that was a bad design. Take one of my levels for example: https://mekoramaforum.com/media/the-signal-v1-1.10511/. Here the player needs to use the autopilot "trick" and there was no mention of it in your comment (I could add probably hundreds of examples but I think you see my point). In short, I believe player ratings should be consistent or else creators will get confused.
Hi @chemi, I'm not sure what you mean. Once B pushes the last ball he has to go up, not down. Spoiler: The 3 balls in play
@JGM how do you come down after pushing ball 3? I now B has to go up but to be able to do so, he has to come down to the ground... right?
B has to go to the "elevator", however there are no tricks required if you followed the intented way. Here you can see what I mean: Spoiler: Major spoilers ahead sube tu foto
I see it now. So agree, ToA is not needed. I didn't push that piece to the end to avoid xxxxxxx and later I forgot to use it. Updating the rating accordingly. Thanks!
@chemi I'm glad that you updated your rating but more so that you saw my intended path. I'm afraid I need to improve my mekorama vocabulary, what does ToA mean?
@JGM ToA means Trip on Air. It is the name of a trick related to inertia physics effect. If B is walking more than two continuous tiles, and when it is going to enter in the last one you tap that tile, B will fall down. That's the way I got down before you told me the designed way. It is an awful trick that breaks many levels. First time I saw it was on Square one II by @vince.