Curvining Culmination Update

Ilamentia

Ilamentia is a mysterious abstract puzzler where you must first discern the curiosities before resolving them. Some levels focus on brain-melting logic, others rely on sharp reactions, many more will test the limits of every facet of your cognitive faculties.

Hi. :] - Added some new puzzle levels: Vibe (i2), Switch (i3), Cycle (i5). - Added and tweaked a bunch of room mechanic hints to make things a bit clearer, particularly in the levels that revolve around you solving a mystery puzzle (such as those that contain clues or solutions outside of that level). - Tweaked the colours of island 5 so should generally make things more readable. The main purpose of the update though was to continue where the last update ended, tweaking and changing the island 5-8 levels to make them shorter but sharper experiences. Generally removing unnecessary redoing of stuff, in particular for the late-game action orientated levels which were perhaps more of a test of endurance than skill. [h1]Level Change Log[/h1] Note some levels have also changed islands. /// Island #1 - Proximity: Changed the mechanic so it's now a logic puzzle. Removed phasms. - Sequence: The stone's now better resemble the island pillars. Added an extra puzzle element. /// Island #4 - Checkered: Souls are much easier to see. - Glade: Removed phasms. - Slide: Puzzle moved closer to camera so easier to see/hit. /// Island #5 - Link: Level length reduced. Phasm speed increased. Circling platforms speed decreased and are now linked to souls. - Unveil: Level length reduced. - Blind: Level length reduced. Layout tweaked to add a puzzle element. - Stalwart: Level length reduced. - Pitfall: Level length slightly reduced. Tweaked the mechanic so there's much less waiting around. - Volcanic: Level length reduced. - Portal: Level length reduced. Tweaked layout so it's more interesting. - Shroud: Level length slightly reduced. Removed big phasm. - Tumble: Level length reduced. Removed big phasm. /// Island #6 - View: You now start the level viewing one of the two needed perspectives. Pattern is easier to remember. All superfluous objects fade out when you view from a correct perspective. - Impetus: Level length slightly reduced. - Series: Jump height slightly increased. Phasms removed. - Plummet: Souls are much easier to see. - Reactionary: Souls are much easier to see. - Nocturnal: You now have echo location. - Wave: Phasms removed. - Puppet: Jump height increased. Soul platforms don't fade away. /// Island #7 - Duality: Repurposed into a logic puzzle room. - Escalate: Level length reduced. - Amp: End spinning platforms don't spin quite so fast. Jump height slightly increased. - Blink: Level length greatly reduced. Solid platform added next to soul. - Extrude: Level length slightly reduced. - Grinder: Made it more obvious soul blocks directionally destroy adjacent block. - Maze: Level length reduced. Slightly easier to see souls through walls. - Treadmill: Level length slightly reduced. - Erect: Level length reduced. Phasms reduced. Platform rise speed increased. - Undersway: Level length reduced. - Macular: Level length reduced. Phasms removed. /// Island #8 - Collateral: Big Phasm replaced with 4 souls. Collateral shockwave made bigger. Jump height increased. - Ripple: Level length reduced. Jump height increased. - Journey: The room names of those that contain the maps are now displayed above the relevant stone. - Bypass: Level length reduced. Jump height increased. - Time: Level length greatly reduced. The platforms only move when you move. Phasms removed. - Shy: Level length reduced. Bobbing platforms fade away when landed on. Jump height increased. - Pedestal: Level length reduced. Wind speed slightly reduced. - Presence: Level length reduced. - Bombard: Phasm spawn rate increased but they move slower. Enjoy. And let me know if you have any issues or suggestions to improve levels. :]