![]() On one hand, those puzzles eventually need to be solved, but if you can give the player the freedom to do other things in the meantime while being able to think about that larger puzzle and perhaps learn and get new ideas for solutions by solving earlier, simpler puzzles, i think that works out really well. Setting the pace for puzzles in games is tricky and incredibly difficult to optimize. ![]() The illuminations from the moonlight are absolutely fantastic! (and spooky lol). ![]() It's a long and complicated puzzle chain, but it's an interesting puzzle and we didn't want to lose it. The second issue is that Act 1 was getting really long and the wrench puzzle was contributing to that. Solving the first puzzle became a moment of disappointment rather than triumph. At this point, you've been built up with anticipation, then you solve the first puzzle and bam! You now have to go solve the wrench puzzle and there is no forewarning. The first was the moment you realize you need the wrench to progress, you had just solved another long puzzle chain that unlocked the room where the wrench puzzle is solved. There was a fairly long puzzle chain in Act 1 to get a wrench that unlocks a new area of the game. Only a crazy person would design a puzzle like that. Don't worry, it has nothing to do with monkeys and wrenches. One of them we are now referring to as "The Wrench Puzzle". ![]() As we play the game and do more playtests, issues start to come up. ![]()
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