Quote from: SoulEye on August 15, 2011, 11:08:58 PMOn my first trip through the stage, I only got duped out of 1 trinket because of reverse psychology.
Yes, that is a flaw. In honesty, I worked so very fast at this that I didn't plan the paths very well. I am a bit at a loss on how to make those hints subtle without breaking immersion though. Got any tips?
Seriously, you make a room called "Don't go up", the only path leading up is a narrow passageway lined with spikes, and you expect me to heed that warning?! I went up there expecting a trinket on a challenging side-passage that I must maneuver through, not the continuation of the stage.
Name it something less subtle like "Reverse Psychology," people will better understand that the path that seems more hazardous is the intended path.
I'll look through the stage again to see if there were any other paths that I didn't notice a branch on but got the trinkets on anyway.