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Beret is a 2D puzzle-platformer game about a scientist, astonishingly named Beret, who has gained telekinetic abilities through his research at the Evil Corporation. He decides that the Evil Corporation is a tad too evil for his liking, and begins his solitary quest to overthrow the corporation and punish the evil deeds of his employers. Beret has 21 puzzle-filled levels, 120 collectable Medallions, over 20 hours of gameplay, and an unlockable level editor.

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Custom Level Ahoy! (Games : Beret : Forum : Player Levels : Custom Level Ahoy!) Locked
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Nov 21 2011 Anchor

I present to the general populace of the Evil Corporation (aka the Beret forum):

The Department of Cleanliness: Spin Cycle Division

Hooray! This level is basically the accumulation of puzzle ideas I had after finishing Beret (and a few more I thought of after coming across the editor...). I wanted to do a bunch of levels and release them like Leylite did, but I used up all my ideas it seems, haha.

Maybe I'll add more to this later though!

So yeah, expect features from many sections of Beret thrown together in different ways to make neat-o puzzles and stuff! Also I love link blocks. So be wary!

Have freaking fun! :D

Indiedb.com

Nov 24 2011 Anchor

Alright, now that it's the 'weekend' I finally had time to play through this. Excellent puzzles, Iso! :) I found the whole department pretty tricky, and the puzzles had a nice range from fiendish to hilarious. The name of the level is quite fitting in multiple ways - it seemed like there were a lot of places where there was a ton of stuff strewn all over the place that had to be... cleaned.

Here are my spoiler-tagged specific comments about the rooms:

- Maybe consider making the holes that you have to slip into to get past the vertically-moving large gray blocks two spaces tall if you ever re-release this? It's a bit finicky to get into them since the block's lowest point doesn't quite line up with the gap.
- Those linked ghosts in the first room were kind of freaky. :)
- My solution for getting up to the green switch in the first room was pretty weird, so I'm not sure it was intended - what I did was get the sticky bomb attached to the top of the link block that it's connected to, then used that to blow up the cracked blocks that stop you from getting up to the green switch without destroying the cracked block that is connected to the link block that you can move. If that is intended, that's hilariously sneaky, but if not, I'd love to hear the real solution.
- I like the solution for reaching the bonus door in the first room. It's a nice use of antimatter for selective block destruction.
- The notes I took while playing say "AAAAAAAAA" for the spinning force field room... I'll just leave it at that. :)
- Very nice use of the carriers in the white medallion room (congratulations on using them well despite their glitchiness). That one took me quite a while until I realized I could 'continue the stack', so to speak.
- The antimatter rain of cleansing room was just hilarious... I must have set that thing off on purpose around 20 times before actually continuing with the room.
- In the last bonus room, I was able to get the orange fragment in an alternate way by using the ghost block to destroy part of the stack of link blocks connected to ghosts (the way they guard the fragment is pretty awesome, by the way), so that the ghosts were moved just enough that I could clip the corner of the fragment without being killed. You still need to solve the puzzle correctly to get the red medallion, so it's probably not a big deal.
- At the top of the antimatter rain room, I threw a bomb up to hit the gravity switch and then immediately dropped to avoid the downward-right sweep of antimatter. I then used a floating block to navigate back up to the door. I couldn't find another way to do it since you can't jump onto that stack of bombs at the top. Again, if that's actually intended, very sneaky.

Edited by: Kiwisauce

Nov 24 2011 Anchor

Haha, about time! And thank you for playing and enjoying my level!

Now for my comments regarding your comments about the rooms:

- About the giant blocks in the first room, yeah they are a bit of a pain to navigate through. If I make the gaps any wider though the blocks will awkwardly slip into those gaps due the spinning nature of the link blocks. (10 minutes later...) Oh wait, duh, Beret only tiles will work for that! Done.
- Ahahaha, so you like my 'ghost walls' do you? It's a neat way to make a barrier impenetrable by Beret alone AND impervious to antimatter. (at least until their link blocks are found)
- Wait you say you got the sticky bomb on TOP of the link block it's connected to? I can't even figure out how to pull that off man! What I did was destroy the pink link block using the conveniently placed antimatter 'vein' sticking out of the wall near the cracked blocks. The sticky bomb won't fall far enough to activate and you can carry it to the cracked blocks. And yes, you need to move one of the cracked blocks so it doesn't explode!
- I noticed you didn't mention anything about the left vertical room (with the telekinesis block guiding). It should be noted that the puzzle was intended to be solved using the vertical spike ball, not the horizontal one. Someone who played the level had trouble finding the orange fragment in that room because he never moved the wooden cracked block. To which I said "HOW!?" because it's actually part of the solution... Since then I've made it impossible to use the blue fragments to create that alternate solution. Just wanted to say in case you did it the 'wrong' way, haha.
- As soon as I figured out that those carriers could be stacked I knew I just HAD to include something like that! It pretty much blew my mind when I saw their possibilities!
- In the 'antimatter rain' room, notice how there's no antimatter on the far right? That's because if antimatter destroys a gravity switch, the switch activates, throwing the antimatter to the right instead of destroying everything. This was my workaround. Unfortunately it created a safe spot! Grrrr!
- Huh, I didn't realize that it was possible to have a ghost block slow down after throwing it through a solid, non-translucent wall. I guess it doesn't really matter too much though.
- Back in the 'antimatter rain' room... Uh. That certainly was creative of you! You're supposed to pump the green platform so it will get to the far wall, allowing the sticky bomb to fall onto it, moving over to the right, and letting it destroy all the bombs. From there you just have to touch the gravity switch a few times and the cups will fly up. Then to actually clear the room you just set gravity to normal, grab the small block above the door, then quickly grab the antimatter above you so you don't die.

Hooray!

Nov 24 2011 Anchor

To continue this madness, have some comments in response to your comments regarding my comments about the rooms:


- Yeah, I'm glad you found a good way to use the ghosts in puzzles. They were mostly used for... shock value, I guess... in the main game.
- Aha, killing the link block with the antimatter vein is much easier than what I did. I got the sticky bomb caught on the top of the cracked block that you can move, got the link block underneath it, and then quickly pulled the link block away so the bomb would be stuck to its top.
- About the left vertical room, I did actually find both solutions for repeatedly hitting the green switch. (I also found one involving the teleseekers that only worked one-way... :P) I eventually just collected all the blue fragments that I could and left, though, so I was forced to use the vertical spike ball.
- Believe it or not, the original idea was to have 100 levels for Beret... I can be overly ambitious sometimes (though in my defense, this was before I knew the levels would be this long). The carriers are the only idea that I had up to the point where I decided the game was done (except for those boring weight things) that made it into the game's code but not any of the levels, so I'm glad that you made use of them.
- That's odd, antimatter triggering switches before destroying them isn't really the intended behavior, but I understand why it happens. Like I said, I probably won't be releasing another patch, but if I have to for other reasons I'll fix this.
- Ah, that makes sense about way to get up to the finish door. I thought it was a little odd that you had a sticky bomb fall down just to murder one fake block when there were still plenty of other enemies in the room.

Dec 16 2011 Anchor

Using a python script I wrote and issuing the following command:

./level2png.py l80r0.room --noberet l80r1.room l80r2.room l80r3.room l80r4.room l80r5.room

here are some images:

Edited by: mizerydearia

--

come join us on irc @ freenode / #beret

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