Great feedback, thanks!
I agree those fat dudes are pretty strong I am disliking and shouting at them at times, but I so like that awesome feeling when you just killed three of them in a small area.
The trick to kill them is important, don't use any other weapon than the stingstaff or knives with them. The knives kill them quicker, but the stingstaff is safer due to it's high rate of fire. If you spree them with the regular fire mode, their bombs will explode before they reach you and damage them instead. Right after they attack, switch it off with the alt fire of the stingstaff. That way you can finish them off in a couple of seconds.
Another great tip for them is to simply... flee! They will follow you into traps, then die. (Yes they're so dumb, I'm going do something out about that besides just monster clipping those areas I hope)

The OCD feeling, yes. If there are too many healthpacks then you're playing on a too easy skill setting, believe it or not.

Can you go a bit more into what you found hard, specifically and what you found too easy?
I get the feeling that easy skillmode needs a bit more balancing and it's hard for me to test or point my finger on it.
I would offer anyone a virtual gold bar that records gameplay of them playing the third map (or Grimm in general) and post it on Youtube I'm really eager to see how other players play and approach Grimm. In fact, I'm so desperate to witness other players play the game that I'm thinking of creating a 'youtube' contest just so I can spy weaknesses in gameplay balance and other things I can improve there.
Quote:
Tech issues:
I quicksaved at the start of the minecart run, but when I reloaded this quicksave I spawned near the end of that level, on the raised platform with a button to open the door below. The quicksave image shows the minecart, so I don't know what's happening there... .
Thanks again for your hard work!
That last part where you jump further in the map is just an epic failure from on my part.

I placed a trigger there and a teleport so I could quickly go to the final area of the game during testing, so I wouldn't have to go through the intro again and again and never took it out again. Normally I'd just noclip after mapload, walk a couple of units backward, go out of noclip and I would transport to the final area. The savegame system (some how) always moves the player around a bit when they are not hitting the ground, or on a mover at save time. This is really giving me headaches with plats and movers (also in map 3) because you sometimes just fall to the ground after saving and loading while on a plat, like it has saved the player position to the savegame, then some time later when the mover is already updated it saves it's new position. This is also the reason why I have to keep all movers moving slowly.
Thanks for letting me know about the trigger, I would have completely forgotten about that otherwise.
