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Super Slime
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 PostTue Dec 01, 2009 6:07 pm
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I also -- and now I'm getting greedy, but -- I would also like to see more slime types. It was really cool figuring out what each slime could do. (The tutorial is for wimps.)

You don't need to add extra tools for this if you have them spawn in different forms. Maybe you have a devil slime that turns slimes he hits into dead slimes. Maybe an oil-covered slime that takes out all the blocks around him when he gets hit by fire. And on that note, you could make levels with more than five slimes, but still require only five to win. That would add a lot of flexibility to your level design.

While I'm making suggestions... an easier one would be to update the graphics on the entrance and exit. They look kind of placeholdery right now.
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 PostTue Dec 01, 2009 7:00 pm
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Love the suggestions. Slime types isn't the only thing that I plan to add to the extra levels in the update.
And I guess you're right. The enter/exit graphics are kinda lame. Guess I never really noticed.
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 PostTue Dec 01, 2009 10:34 pm
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Oh, oh, one more thing. It would be great if you hotkeyed the tools to 1, 2, 3, 4, 5, 6. There were a few times that I wanted to do clever tricks involving fast tool-switching, but I couldn't pull them off with the current UI.
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 PostWed Dec 02, 2009 2:34 am
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Another good idea..... should have asked for ideas sooner. If anyone else has any feel free to throw them out there.

Again, I will be working on a update that will be released sometime in February or march I'm guessing, maybe soon/later, who knows. It will get done.
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 PostWed Dec 02, 2009 3:33 am
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This game rocks. The only thing I really want is the ability to fastforward and a few other things mentioned here. Not much to say about it otherwise; probably the best puzzle game on the OHR.
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 PostWed Dec 02, 2009 6:33 am
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This is one of the few OHR games I actually show my mother.

(She really likes it)
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 PostWed Dec 02, 2009 2:51 pm
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Fenrir-Lunaris wrote:

This is one of the few OHR games I actually show my mother.

(She really likes it)


Good to hear. I was trying to appeal to as wide an audience as possible. Guess it worked.


@JSH357: Thanks for the support and I think I've thought of a way to speed up the little guys, but you'll have to wait for an update to see it.
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 PostWed Dec 02, 2009 6:23 pm
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Fenrir-Lunaris wrote:
This is one of the few OHR games I actually show my mother.


I second that. My Mom doesn't want to play games that can't be controlled by the mouse.
Super Slime
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 PostWed Dec 02, 2009 6:53 pm
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My wife can no longer recall expressing enthusiasm for this game, but I'm canoodling her into playing it anyway. (Or at least trying to. Angel)
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 PostWed Dec 02, 2009 8:41 pm
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If I recall correctly, you said she expressed anger at me for stealing your slimes.
If you noticed, I did mention SlimeSalad.com in the credits for this reason, however if you ( or your wife ) believe you deserve more credit in the credits, I'd be happy to oblige for the updated version....

COMING MARCH 2010!
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 PostWed Dec 02, 2009 10:01 pm
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Oh, uh, I do vaguely remember that. But she also said it looked great, and I think I posted that in your CP journal.

They're Fortis's slimes anyway, so unless he gets upset, I don't really care what you do with them.

(edit) oh pee ess, you should make the new levels as a separate "level pack," so that new users can start with the new levels if they want. This also sidesteps the problem of going back to regular levels after the last boss. Just my $0.02
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 PostThu Dec 03, 2009 1:56 am
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Can we use this thread to post ideas about the proposed Level Pack as well?

If so, I would like to request new moves/puzzle types.

Here's one to consider:

An ice (or titanium) slime that breaks certain types of floors he stands on.

Wind-based obstacles. This could prove difficult to pull off, though. But it would be cool to have.

Sticky floor tools. Use these on edges if you need to pause a slime for ten seconds or so before it wears off and he plummets to the next platform. (This can save on blue blocks and cancels.)

And here's a bug I found:

If you lay piping on a bed of spikes, the slime will "pop" by sound effect, but will still emerge at the top unharmed. This does not apply to the enemy spiked balls who are caught in a pipe. They can still kill a pipe-dwelling slime.
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 PostThu Dec 03, 2009 2:36 am
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Quote:
They're Fortis's slimes anyway, so unless he gets upset, I don't really care what you do with them.

Thanks for the bases of my slimes Fortis! You have my thanks.

@Mog: Keeping the new levels separate is the plan, yea.


@Pepsi Ranger: Yes, feel free to post any and all ideas for the up coming update. And bug reports are helpful too, if not more so.
This is the first time hearing of that bug, and I honestly thought I had tested that.
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 PostSat Dec 12, 2009 5:17 am
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Spoonweaver in the Castle Paradox thread wrote:
The level is saved on your .sav file so if you make a really neat level you can upload that somewhere and give it to people. I'd like to see what people make, so it'd be nice if you posted it here.


Spoon's already played through all of these, but to give everyone else a chance:

http://www.castleparadox.com/gamelist-display.php?game=985

There are 10 custom levels and several of them are unforgiving. You'll need to backup your original save before you use any of these, and then replace the current one. I divided them into separate folders to keep the levels organized.

Echoing Spoonweaver's hospitality, I'm willing to help if you're stuck on any of these.

And before you ask: Yes, Custom Level 4 is beatable.

Let me know if you like these.
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 PostMon Dec 14, 2009 11:55 pm
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Spoonweaver wrote:
Quote:
They're Fortis's slimes anyway, so unless he gets upset, I don't really care what you do with them.

Thanks for the bases of my slimes Fortis! You have my thanks.


Credit me in game (as 'Zack Corcoran' is best) in addition to citing Slime Salad and we'll call it 'No problem'. Smile
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