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. :]