Thanks to everyone who's been giving feedback on my level, Spelunk - https://mekoramaforum.com/media/spelunk.22008/. This thread will allow people to see the inner mechanism, because I'm getting the impression that it would be better if the player could see what B is doing... however, I'm not sure how to hide "the trick" if you can see it. Maybe rework everything and only the connections from "area 1" to "area 2" are visible? Would love suggestions...
It is interesting to see B go around. But I agree this card is too easy. I feel the difficulty can be maintained even by allowing bigger windows for the player to peek inside, if it is enclosed. I got stumped at the water, and I see that that's the crucial point in the level. Good work.
I discovered MekoStudio.com, which made the editing process a LOT easier. Here is a version with more holes, and I still tried to cover up a few secrets on the bottom level. (I haven't tried to make it "pretty" yet, just trying to get a feel if this provides enough visibility to keep your interest?) I had avoided this approach originally because I was afraid that people would spend all their time poking around on the inside and thinking they had a lot more complexity in their choices for where they needed to go. One hole even makes the under-the-bridge spot unnecessary, which I'm not sure I like, but I'm willing to be swayed, I'd love more discussion on this one. Do I just need to make the under-the-bridge spot more accessible, maybe using rails instead of the fence so it's easier to see under there? Thanks again, @I_am_Bot, @delator77 and @Jom for all the feedback!
I find the more open look in the latest version is more appealing, and it still gives a fun representation of caves. I think, as you suggest, making that lowest point under the bridge more open would be the important step in making it more playable. It is definitely better in this version, maybe a rail instead of the fence would be even better.