Quote[2026-11-13 03:06:36] ␃20␈<␈SilkenHealer_␈>␈␏␃99 Can I ask for your input about what the intentions of the nuke are? I understand the code itself as you told me before␏
[2026-11-13 03:06:45] ␃18␈<␈SimonN␃18␈>␈␏ There are at least 2 special cases. People with 0 points don't trigger the nuke, and 0-overtime maps behave differently from > 0 overtime.
[2026-11-13 03:07:05] ␃20␈<␈SilkenHealer_␈>␈␏␃99 Is the idea behind it so Lix levels don't go on forever right?␏
[2026-11-13 03:08:01] ␃20␈<␈SilkenHealer_␈>␈␏␃99 and it also functions as like a system where if you get enough Lix home as quickly as possible you can then nuke and hope everyone doesn't catch up during overtime␏
[2026-11-13 03:08:52] ␃18␈<␈SimonN␃18␈>␈␏ Hmmm, you're drilling into a sore spot. The idea is to somehow force the game to a close when one player is clearly winning. I don't know what "clear" is; it depends on the map and the players. I don't like to make a hard time limit from the level's start. I agree with Kory Heath in how a hard timer it's the least satisfying way to solve a problem.
[2026-11-13 03:09:39] ␃18␈<␈SimonN␃18␈>␈␏ These nuke routes (save some quickly, then nuke and hope) are a by-product. I'm neutral toward them. Interesting emergent design, but I'm not attached to them.
Quote[2026-11-13 03:31:05] ␃20␈<␈SilkenHealer_␈>␈␏␃99 What's the point behind the team needing at least one point before global overtime runs␏
[2026-11-13 03:32:49] ␃18␈<␈SimonN␃18␈>␈␏ Point is to unrestrict level authors. Otherwise, level authors would have to make overtime at least as long as how long it takes to build a route. If author doesn't, weak players could always nuke to force a draw.
improve my older setup a lot
Probably the issue with giving you so many walkers. This is the one level so far I will have to fix if we get around to releasing V2.
Very unique solution! It hadn't occurred to me that you could just fence up the right-hand side towards the exit.Quote from: JawaJuice on November 11, 2026, 09:32:51 AMAs a horror fan, I love the gruesomeness of the death fx!Thank you!
Quote from: JawaJuice on November 11, 2026, 09:32:51 AMAnother very hard talisman, not too far behind Steady 2 for me. My brain doesn't cope well with splitters at the best of times and this was actual ragebait!This one is super tricky for sure!
This one was really impressive to watch! Having one of the lemmings backtrack to free the blockers is really unique. Amazing!
Quote from: Armani on November 09, 2026, 04:05:05 AMAlso I noticed the music pack download link is a Dropbox link. You can change the 0 at the end of the link to a 1 to force an immediate download instead of opening the preview page.
I really did it very hard way last time.
Let post better replay and also few other levels i played yesterday
Will post this another replay. Make this level breeze compared my way last night
I´ll guess i did actual completion using backroute, because im not got my much more harder and idealic looking puzzle to work. Let make next things under spoiler tags. Will attach my both replays. Just this idealic attempt and actual completion.