Trapped in Innsmouth by CthulhuToo Played in v1.7.2.
Creativity: 2.5. This is a room escape puzzle with a horror theme. Although the creativity is increased by the special effects and overall theme of the map, it falls slim due to the repetitive Minecraft mechanics (crafting and smelting) that are the main feature of the puzzle. I feel like Cthulhu could have added more puzzles to the map using other mechanics to balance these out.
Difficulty: 3. The map is a perfect difficulty for what is being offered. As long as you know basic crafting/smelting recipes, you will have a delightful time trying to figure out what to do next. The mapmaker gives only a subtle hint on what to do next at each step, encouraging you to think.
Detail: 2. The special effects and jump-scares go very well with the tone of the map, and the beginning story really sets the mood for what will come. However, the story is inconsistent during the rest of the map, lowering the atmosphere of the map. Also, the cell could need some more work: I would recommend adding some more furniture to make the cell detailed, and maybe add some block variation to the walls.
Gameplay and Experience: 2.5. The gameplay fits well with the atmosphere, and the difficulty is perfect for what you will be experiencing. But, the lack of detail and the need for more mechanics severely limited my enjoyment of this map. Nonetheless, this is still a fantastic map that any puzzle fan should try if they have 15 minutes to spare.
+ Great difficulty. + Gameplay superb; it encourages you to think. - Could need more work on detail and atmosphere. - Creativity is decreased due to repetitive Minecraft mechanics coming into play.
Overall Score: 2.5 + 3 + 2 + 2.5 = 10/12. Fantastic. Keep it up, Cthulhu! Diamonds to you.
I was quite excited to play your map. Here is my unsolicited feedback. Keep in mind my computer is so old and slow that I couldn't run smooth lighting, so I didn't get the recommended experience.
I think it should go without saying, but spoiler alert.
+ What I liked +
Gameplay: reminded me of the Sierra quest games from the 80s and 90s, where I'd click on everything in a room trying to escape.
Atmosphere: even without proper lighting, the game felt creepy. The potion effects and jump noises were used to good effect. I also liked the rats in the wall.
Inventory Detection: When I crafted a block of wool, and I heard you say "I won't be needing that", I literally said 'Awesome' out loud. But I still think I could have used the wool to get that chest.
Fish man!: When I first read the book, I was a little disappointed that I was captured by fishmen. Because I didn't think there would be a fishman in the game. Then there was a zombie and a creeper, which cemented my opinion that I wasn't going to see a fishman.
AND THEN I WAS MURDERED BY A FISHMAN and it was wonderful.
Lazy Man's Timer: I appreciate that. Also, your redstone is SO ORGANIZED... mine, not so much.
- Less fond of -
Redstone lag: Now this is just for people like me. You don't need to tailor your future maps (which I hope you make) for people with crappy systems. But I've found (as I work on my own map these days) that hopper clocks cause less lag than redstone clocks. Again, your map seems to run fine on other systems so don't worry about it.
Puzzle Logic: I'm guilty of puzzles for puzzles sake; however, it would be nice if there was some rhyme and reason to the puzzles in the room. Seriously, who has an office like that? The chicken lever and the furnace plant stand out as puzzles for puzzles sake. If there was a chest in the office with ink and feathers (quills) it would have added a bit more reality to the room. This leads into...
No shudders: I wanted to read or see something really creepy. Maybe a notebook from Jacob(?) in his desk detailing some creepy ritual or a bit of suggestive lore text on the items you pick up (like on the chicken feather "It's still warm...").
Bedplosions: I had to go into creative to get my exploding bed to work right (and the first time I set the bed by the rat wall, thinking it would be hollow.)
* Suggestions *
Hints: I needed to watch the let's play to see that the button activated a hidden chest. Now you did say, "I wonder if that did anything in the room?" but that just led me to snoop around. It's a fine line, I know. You don't want to spoon feed people either. Riddles could work.
Name Changes: Change the names of the zombie, creeper, and pigman, so that if you are killed by them it will say, "Spelljam was killed by fishman" or "killed by withered man" "or aspect of dagon".
TNT Block drops: After you blow up your bed, you get a few blocks from the explosion. You can use these to stop the fishman. Set <gamerule doTileDrops false>.
OVERALL: Well done. I look forward to more of your maps. Gold pants for you!
I was quite excited to play your map. Here is my unsolicited feedback.
Here's a VERY belated thank-you for your detailed feedback! I must have forgotten to respond when you originally left this. I'm glad you enjoyed the map, and I think you made some very good points! If I make another map, I'll make sure to keep those points in mind
Too short of a map, I feel like I was reading the book longer than I was playing the game.
Yeah, it probably was too short. But since it was my first attempt at mapmaking, I wanted to keep it to an easily manageable size. If I were to make another, I'd definitely lengthen it. Regardless, thanks for trying out my map!