#Shifting Water Temple (4396155)
1 messages · Page 1 of 1 (latest)
Just played through it! Like it a lot. Felt like I was dumped in someone's toybox and was seeing a bunch of ways to put the blocks together.
The only frustration was the gem sequence rotating in room four, since it was a couple of steps into the room- Though I suppose it is the 'shifting' water temple, and it was a pretty mild frustration.
Back on the positive side, it felt like there was a 'sequence' to the room. Several elements do the same thing for most of the rooms (Walk tile puzzle gives gem, top right or bottom left pot opens portal), so it felt like I was learning a pattern. Playing through it a second time I'm not 100% sure that there was actually a pattern, but it felt like one and that made me feel like I was mastering the room. Which is pretty cool. If I'm completely hallucinating the build-up then it still felt like I was understanding more about what was 'allowed' to happen and could puzzle around that. The last iteration of the room also having a portal (And a fast chain) was a nice touch too.
Didn't have any real struggles, the puzzles are well put together and just experimenting with the available tools was fun and generally gave the solution. Overall a fun dungeon! I wished there were more iterations of the room.
yeah no more please
i hate repeative shit
this is reapeative but changes ever so slightly to make it insufferable
you truly captured the fuckery of zelda water temples
Yeah, there was basically one more tool added to each room, with some being used or skipped. The hope was to build up your need to see “what does this button do” in each incarnation.
I hesitate to make more of this specific room, but have plans to make a larger dungeon with a few different room styles featuring this theme, where they get more intricate each time you see them.
You were warned. 😅
I'd look forward to a bigger version of this! I love the feeling of 'ooh what does this button do'.
(Also I find it hilarious that the first two opinions you got on this were about as diametrically opposed as possible)
To each their own! I’ve found that I’m really bad at certain types of mechanics in this game, but the idea of single room puzzles has a lot of draw for me. Combat can be fun, but I feel like exploration and puzzles should be added in between those events.