The Xtortionist
Member
I didn't think TMZ was that hard lol, I didn't even die until the. It was just kind of long.act 2 boss
There's maybe an argument that TMZ's primary hazard is the timer. Unlike Scrap Brain or Metropolis, which just straight up kill you, TMZ (specifically Act 2) is more a test of precise navigation where the penalty for failing is lost time - eventually culminating in a time over. Not sure if this was the devs' intention with TMZ, but just looking at it from an outside perspective the goal may have been to utilize the timer as an antagonist as a substitute for death hazards. Getting a time over after ten minutes may be less frustrating for players than walking ten feet and getting crushed, or having a platform disappear over a bottomless pit, etc. Though, the stage still seems to be challenging players, going by all of the reports of time overs just from this thread. Just a different type of challenge, and that's kinda interesting.
edit - Concerning the length of the stage itself, while it's objectively very long, it didn't feel particularly bad to me while playing. Each section is dense with interactions - there's almost no dead air. So while it was long, I never got the feeling that it was padded out. There was always something neat to engage with.
edit - Concerning the length of the stage itself, while it's objectively very long, it didn't feel particularly bad to me while playing. Each section is dense with interactions - there's almost no dead air. So while it was long, I never got the feeling that it was padded out. There was always something neat to engage with.