Huh... didn't even notice that C-4, C-5, and C-6 were added... I feel like the answer to the Student's question is much more obvious now, but I'm not putting it together... maybe *I* need to sleep on it...
@Player03: (Answering your question of how the Student set off the alarm) the two plausible theories I have are that (like with the box moving) the alarm is set off by emotion, or the alarm is voice-activated. Logic leads me to believe that an "emotion sensor" would be more effective, so I'm going with that theory. (And now I wait for a response.)
@Player03: In response to your comment to Winmaster1, I'd like to propose a theory: the Student accidentally set off a government-installed alarm in the most recent cutscene. (Don't care about getting the power cells; just want to know how close I am.)
I didn't understand what you meant by "the achievement is *in* Infinite Mode" until I discovered it myself... is the game supposed to slow down when you reach one of the achievement-bearing levels?
No questions or suggestions this time; I just wanted to thank you for finally getting around to adding more achievements to the game (as I knew you would). If you want any suggestions for additional, I can brainstorm.
Now what would be interesting would be if you could see the Asteroid Field in the background of the 24 or so levels that go through it (I know, I know, but it would still be interesting).
Regarding our solar system, NASA states that "The average distance between asteroids in the main belt is about 600,000 miles." I don't see any reason the in-game belt would be much different.
Side note: there is a slight visual problem in the game. When viewing the Galaxy map, the Runner's map blends in with the background, which... just seems a bit awkward.
Possible Student Experiment 1:
Does the direction that the face of a tile is facing (towards the inside of the tunnel vs. towards the outside of the tunnel) affect its properties/structure/appearance on that side?
I feel like since it's winter time, Run 3 could have something winter-themed right about now, like turning the power cells into snowflakes. Of course, you do have a lot to work on with this game already, so...
Anyway, just a thought.
I see what you mean, but I think the gameplay should be the deciding factor. Adventure games usually have items to collect that improve your character's abilities and allow you to reach new areas. Run 3 doesn't have that: the Runner is fully capable of beating the hardest levels in Explore mode, no items/upgrades required.
Anyone else notice how Run 3 has become more popular than Run 2 even though Run 2 has been around three years longer... (Actually, I wonder if there's a list of "daily # of plays" for Run 3...)
Yesterday, Run got 1,149 plays, Run 2 got 488, and Run 3 got 25,604. (Note: this data isn't usually public, and I'm not going to make a habit of publishing it.)
Status update (why does this look familiar?):
Work is being done on sets 17 and 18, which (spoiler alert) will be the last gemstone sets. I have design "blueprints" in mind (smaller tiles, for example), but I have to try and find the best way to implement them. Which will likely take a few weeks given my busy schedule. When I do have enough free time, I wouldn't mind taking another look at those Run challenge videos for Youtube. Other than that, not much to report here, but to the players, please do continue to play and give your feedback, questions, ideas, etc.
Expect the next status update to be from Player 03, at the usual time.
Not saying this is right or wrong, but assuming it is right, do you have any idea how she set it off?