The tree trunk is just made of Water cells (not Earth), so no difficulty passing through it, surely?
Yes, but you've got Fire cells (leaves) placed so that you cannot make any meaningful jumps.
Oh, perhaps you think it's possible to jump up vertically inside the tree and then just walk along the branch, below the Fire cell.
Well, no, because if you jump up vertically starting from the ground level, the jumps will take you one row too high (or too low) to be able to walk on that branch.
And you can't adjust the height - by jumping from a distance to be only one row up at the bottom, and then do the regular vertical jumps - because there is not enough distance to jump from at the bottom.
Again - without trying it again - but I did spend a few minutes trying to do it when playtesting - I don't think it's possible to collect either item or cross the room after you have entered on the left. It's impossible to reach the right side of the tree (beyond the trunk) AFAICT.
Which makes it such a brilliant design - it seems that it should be possible, and yet it's not!
If I'm right in what I'm saying, I would highly recommend leaving this design as it, it's really cunning!
From my point of view - *if* I am right that the items cannot be collected after you've entered the room from the left - I think it's fantastic design (of the left side of the room) and I would strongly suggest leaving it in place as is. The items are tantalisingly close - not being able to collect them is delightfully frustrating!
*If* the room is impossible to cross from right to left, this could also be left in place, as the player could either collect the items and exit to the right again, or exit upwards, if there is a room above.
Without looking back at my playtest or trying to play the room again, I confirm that I did mean from left to right, just as I wrote. I entered this screen on the left, exiting from the building, and could see no way to move to the right of the tree trunk, so to speak.
Looking at it right now in JSWED, I must admit the room is probably not passable from right to left, either. However, the items can surely be collected after entering from the right.
Thanks for your comments on my comments, Fabián! I read them with interest. My replies are in green.
“The French Classroom” (094)
I guess I wanted to say that there is only an Eiffel Tower (the item) and many imitations (the Fire cells).
That makes sense!
“Chapel of the Ladies of Sorrow” (100)
Above it? A classic "Promised land" (I think that's Andrew Broad's term for it).
I believe it will be "The Forbidden Holy Ground" in Andrew's terminology. "The Promised Land" would be if the player couldn't reach this area, which they can see of course, at this point in the game, but could reach it later e.g. coming into the room from another direction. I don't think this is the case here, I think this area is unreachable for the player, which would make it "The Forbidden Holy Ground" .
Quite a lot of religious terminology there, come to think about it. That's probably because of our devotion for JSW .
Did I miss any rooms in my playtest?
I did load the game into JSWED to see the room numbers, but I didn't use the editor to browse through the rooms or anything like this, so I wouldn't know if I missed something.
I would recommend using Rollback or saving and reloading snapshots if something seems very difficult and IDS scenarios happen. It helps a lot and makes the experience pleasant rather than frustrating .
And I did leave a certain small margin for this. My message was:
The period of the Dark Ages will soon be over. As Ian mentioned, I intend to crack the mystery once “Madam Blavskja’s Carnival Macabre 48K Edition” has been released. Well, I have just promised Fabian in the other thread that playtesting “Jet Set Jason in Rodenwald” will be my first JSW-related activity afterwards, so I guess this may be the second one .
The "may be" (highlighted in red only now) was a harbinger of the possible evolution of my priorities - which, in fact, has happened .
An additional explanation: I revisited the subject a few weeks ago because I thought of enclosing information about the JSW128 cheat mode in MBCM 48K Readme (in the section which discusses differences between the original edition and the 48K Edition).
Now that the Readme is out of the door and my work on the MBCM48K project is over, that particular reason to pursue cracking the mystery has disappeared.
Thanks a lot for the time you have spent on playing the pre-alpha version.
It was sheer pleasure!
The name of the school is Roddënwald; you are right. It looks like German, but it isn't German at all. "Jet Set Jason in Roddënwald" sounds great, so I think I'm using this title from now on.
Having given it some more thought, I think it may be quite cool when done on purpose: something which looks like some well-known language, but isn't.
It's like "Madam Blavskja", really. I think most people would agree "Blavskja" looks like a Slavic surname.
However, it's definitely not Polish - a Polish surname would end in -ska; it could be Bławatska (which I would perceive as coming from "bławatek", which means a cornflower [Centaurea cyanus]). It could also be "Bławska" in Polish, that would be a Polish-looking form, although it's not a common surname.
It's not Russian - a Russian surname would end in -ская, like Блаватская or Блавская.
It's not Czech or Slovak - a Czech or Slovak surname would end in -ová, like Blavsková.
I would risk a strong statement that it's not a typical surname in any of the Western or Eastern Slavic countries. I don't think any of the languages there has the "-skja" ending in female surnames.
It might be - and it's the only option I see - a Southern Slavic name, perhaps Bulgarian, Croatian, Macedonian, Serbian or Slovenian. I am not familiar enough with these languages to know.
Or perhaps it's just like with Roddënwald seeming German - looking Slavic, but not Slavic at all...
I'm going to keep the capitalization convention to make it look "German". However, there are some rooms' names which I will have to revise.
Remind me at the very end of the process, once you have a release candidate ready, and I will look through all of the room names to check for any possible inconsistencies in relation with the "German" convention.
Level of difficulty
Your comments on the level of difficulty sound nice. I didn't really intended to make it harder that Afterlife, A Bulgarian Requiem or MBCM... I guess it ended being that way. Nevertheless, I will try to make puzzles easier and give more clues about teleports, etc...
I believe it's definitely harder than any of your preceding games. Which might be as well...
“Dusty Main Hall of Roddenwald” (011 )
The "twinkling star" guardians are supposed to be dust glittering in the sunlight. Maybe it's not too clear...
I think there are many guardians that one cannot expect to be identified in the same way one identifies them. Even the guardians from the original "JSW" - there are various names for many of them on various websites, and then interviews with Matthew Smith shed some light on some of them from his perspective, and at times what he thought they were was very different from what some people thought they were.
The fact that it's not recognised uniformly does not take anything away from a good guardian, though .
“Magnificence hides Depravity” (010)
There will be rooms below and rooms behind the walls, of course.
“Ground Floor Students’ Lavatory” (005)
What do you mean by "intense"? I don't get what you mean to say...
Well, I guess I didn't mean anything specific with this comment, just meant it as a general compliment on the nice graphics in this room .
“The Gymnasium – The back Door” (045)
The items are supposed to be basketballs (basketball balls?) Did I manage to make them look like that?