It's A(door)able
21–30 of 122 posts
Re: It's A(door)able
#22Adding the time limit and actually making the clock go faster when a player is (purposefully) going off the rails is a sinister trick to ensure that players get the expected ending message. Clever that the programmer throught of these cases.
Nothing in the game visually indicates that going back is worse than going forwards. As the level is symmetrical, the distance is literally the same. A one-way door, or crumbling floor, would have been easy solutions I think.
Re: It's A(door)able
#23Re: It's A(door)able
#24Earlier quoted context omitted.
I tried to go wrong way and i was not able to do. Thanks for telling us
"A good programmer is someone who always looks both ways before crossing a one-way street." -- Doug Linder
But not because of programming experience, but because of late-night Taxi drivers who drive like Doc Brown (https://youtu.be/vHake6w4Su0?t=17) and believe that "reverse" is some kind of cheat code that flips the direction of the road.
Also, cyclists.
Re: It's A(door)able
#25Re: It's A(door)able
#26Re: It's A(door)able
#27Re: It's A(door)able
#28Adding the time limit and actually making the clock go faster when a player is (purposefully) going off the rails is a sinister trick to ensure that players get the expected ending message. Clever that the programmer throught of these cases.
Re: It's A(door)able
#29Re: It's A(door)able
#30I don't understand how to play, I seem to lose right after I get the key every time..