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	<title>Comments on: Descension (Elektron)</title>
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	<link>http://www.freeindiegam.es/2013/02/descension-elektron/</link>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2013/02/descension-elektron/#comment-39088</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Sun, 10 Feb 2013 15:46:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=5686#comment-39088</guid>
		<description><![CDATA[This grew on me after putting it down midway through and picking it up again the next day.

There&#039;s an elegance to the penalty structure that maybe wasn&#039;t fully apparent at first, and as Tom pointed out the checkpointing &lt;i&gt;is&lt;/i&gt; really clever.

I&#039;m still not sure of the use-value in having that early series of rooms that all share a timer. I don&#039;t &lt;i&gt;think&lt;/i&gt; that concept gets picked up again later (though I may have missed it) and the result is simply that a death in any of those rooms means you&#039;re wasting your time if you don&#039;t purposefully fail your way back to the start of the series (since death in those rooms don&#039;t reset the timer).

I&#039;m also pretty sure there were times when the game wasn&#039;t registering a direction as held-down if you&#039;re already holding that direction before getting sent back to the prior room. (I think this is a GameMaker flaw, and that using keyboard_check_direct instead of keyboard_check would bypass it?)

Lastly, there&#039;s one room in what turns out to be the final series that I think is too rigorously timed. It&#039;s the second in the series, and it&#039;s satisfying the first time puzzling through it, figuring out what to do vis-a-vis the blank stripe on the right, but on repeat it&#039;s a boring room that nonetheless requires perfection from the player. The solution, I think -- since upping the time limit would probably ruin that initial puzzle aspect -- would be to remove a single ceiling block  from the left side of the passage leading to the timer-reset circle. This would let the player have some leeway for exactly when they press jump there without, I think, ruining anything the room is aiming for.

In any case, I really enjoyed this. (So I&#039;m glad Merus&#039; comment making the up-arrow complaint reminded me to return to it  :smile: )]]></description>
		<content:encoded><![CDATA[<p>This grew on me after putting it down midway through and picking it up again the next day.</p>
<p>There&#8217;s an elegance to the penalty structure that maybe wasn&#8217;t fully apparent at first, and as Tom pointed out the checkpointing <i>is</i> really clever.</p>
<p>I&#8217;m still not sure of the use-value in having that early series of rooms that all share a timer. I don&#8217;t <i>think</i> that concept gets picked up again later (though I may have missed it) and the result is simply that a death in any of those rooms means you&#8217;re wasting your time if you don&#8217;t purposefully fail your way back to the start of the series (since death in those rooms don&#8217;t reset the timer).</p>
<p>I&#8217;m also pretty sure there were times when the game wasn&#8217;t registering a direction as held-down if you&#8217;re already holding that direction before getting sent back to the prior room. (I think this is a GameMaker flaw, and that using keyboard_check_direct instead of keyboard_check would bypass it?)</p>
<p>Lastly, there&#8217;s one room in what turns out to be the final series that I think is too rigorously timed. It&#8217;s the second in the series, and it&#8217;s satisfying the first time puzzling through it, figuring out what to do vis-a-vis the blank stripe on the right, but on repeat it&#8217;s a boring room that nonetheless requires perfection from the player. The solution, I think &#8212; since upping the time limit would probably ruin that initial puzzle aspect &#8212; would be to remove a single ceiling block  from the left side of the passage leading to the timer-reset circle. This would let the player have some leeway for exactly when they press jump there without, I think, ruining anything the room is aiming for.</p>
<p>In any case, I really enjoyed this. (So I&#8217;m glad Merus&#8217; comment making the up-arrow complaint reminded me to return to it  <img src="http://www.freeindiegam.es/wp-includes/images/smilies/icon_smile.gif" alt=":smile:" class="wp-smiley" />  )</p>
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		<title>By: Merus</title>
		<link>http://www.freeindiegam.es/2013/02/descension-elektron/#comment-39068</link>
		<dc:creator><![CDATA[Merus]]></dc:creator>
		<pubDate>Sun, 10 Feb 2013 14:21:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=5686#comment-39068</guid>
		<description><![CDATA[Honestly, life&#039;s too short to play platformers that put the jump button on the up arrow, particularly ones like this that want to be rather difficult.]]></description>
		<content:encoded><![CDATA[<p>Honestly, life&#8217;s too short to play platformers that put the jump button on the up arrow, particularly ones like this that want to be rather difficult.</p>
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		<title>By: Mazen Abdallah</title>
		<link>http://www.freeindiegam.es/2013/02/descension-elektron/#comment-38997</link>
		<dc:creator><![CDATA[Mazen Abdallah]]></dc:creator>
		<pubDate>Sat, 09 Feb 2013 21:01:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=5686#comment-38997</guid>
		<description><![CDATA[I just beat it, it&#039;s really cool and the ending is actually a bit of a shock.]]></description>
		<content:encoded><![CDATA[<p>I just beat it, it&#8217;s really cool and the ending is actually a bit of a shock.</p>
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		<title>By: JDM</title>
		<link>http://www.freeindiegam.es/2013/02/descension-elektron/#comment-38887</link>
		<dc:creator><![CDATA[JDM]]></dc:creator>
		<pubDate>Sat, 09 Feb 2013 06:51:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=5686#comment-38887</guid>
		<description><![CDATA[The sent-back-one-level bit is one of my favorite parts of this.  But I still haven&#039;t beat it.]]></description>
		<content:encoded><![CDATA[<p>The sent-back-one-level bit is one of my favorite parts of this.  But I still haven&#8217;t beat it.</p>
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		<title>By: Phack</title>
		<link>http://www.freeindiegam.es/2013/02/descension-elektron/#comment-38825</link>
		<dc:creator><![CDATA[Phack]]></dc:creator>
		<pubDate>Fri, 08 Feb 2013 19:18:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=5686#comment-38825</guid>
		<description><![CDATA[Very well done but incredibly hard. I wish you just respawned at the beginning of the room in which you died.]]></description>
		<content:encoded><![CDATA[<p>Very well done but incredibly hard. I wish you just respawned at the beginning of the room in which you died.</p>
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		<title>By: TomSmizzle</title>
		<link>http://www.freeindiegam.es/2013/02/descension-elektron/#comment-38556</link>
		<dc:creator><![CDATA[TomSmizzle]]></dc:creator>
		<pubDate>Thu, 07 Feb 2013 12:01:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=5686#comment-38556</guid>
		<description><![CDATA[oh wow, cool. It does get hard, and I haven&#039;t finished it yet, but I love the design of this. The checkpointing via harmless rooms is clever.]]></description>
		<content:encoded><![CDATA[<p>oh wow, cool. It does get hard, and I haven&#8217;t finished it yet, but I love the design of this. The checkpointing via harmless rooms is clever.</p>
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