![]() ![]() As much as I can play puzzle games while tired, it’s not the most fun thing in the world. I really only paused because I had a few exhausted nights in a row. I put a good bunch of hours into The Talos Principle before taking a break from it. Having a computer that will run games better (and not run the fan so loud I fear it will explode) adds a lot to even games I’ve already played. I think it’s mostly because of the new computer, and being able to run games on much better settings. It is kind of like Antichamber's "Taking the first step can be harder than the rest of the challenge.I’ve been game swapping quite a bit lately. This is subjective, but I wouldn't have much of a problem if the curve was more well defined, since I didn't have as much trouble with the red puzzles going forward. I would consider the second part of the puzzle was well-designed because it's nothing the player hasn't seen before, just in a way where it was simple to forget. This first impression could cause people to experience it, get frustrated and not ever try again. Escalating Problem is an anomaly when you want to get the player involved in the red puzzles. If it is introduced in Peephole, I think it would be early enough in the game that it would be easy to forget the mechanic. I would think most people are thinking "There has to be a second jammer" and completely disregard the stairs. I would arguably disagree with that, however. That makes sense, people forgetting the hints, but I am curious, how many of those people don't want to use hints, either from because they want to solve it "the normal way" or because they like the perfection of not wasting any hints? ![]() It is better to err slightly on the side of too hard, than too easy. ![]() our general approach was - for red sigils, almost anything goes. It might have been smoother perhaps, but. On the other hand Yes, that particular detail in Escalating Problem is a bit of a "tougher nut" for some players. You put too many of those, and the game seems "easy", because you are not letting the player learn enough things the hard way (i.e - think :)). Regarding "intros" to some new mechanics, that's a tough design decision. We could tie it with the "don't show hints" setting perhaps. However, our main problem is that we need to "shove" that number a bit, as playtesting showed that people sometimes forget that they have the hints. Originally posted by AlenL:I understand what you are saying main_gi. The player would then be expected to retrieve the jammer by aiming it at the door from the lowest point, and then going through it, picking it up, and doing Peephole normally. Currently that moment feels unfair, and there happens to be some free space next to the entrance to Peephole in which you could do that - open up the rightmost space, put a staircase to the left (can't jump over it or to it) that leads to the back area, put a jammer at the lowest part that you can't reach besides jumping, a gate in the middle, and a hole enough to place something in but not enough to jump over or in it. My idea of the antepiece would be, because people who won't give up easily probably already solved all the puzzles before they went to the area, to change the Jammer location in Peephole to accomodate for elevation changes, and then it would be the player's fault if they didn't know this. Escalating Problem is where I got Extreme Persistence Detected as well as the one where I accidentally used up a hint. No, really, I do the puzzles in order and I don't give up easily. Wouldn't really say it's thinking out of the box, if you can't stand back and go elsewhere for a while, right? )īut do you really need the number showing up all the time? I would at least make the number of hints only show up if you are directly facing the "Hint Station". well, that's just a skill to train as well, as it seems. the fact that some (most?) people are stubborn and don't want to give up once they start on one puzzle. Normally, you can just skip it until the very end of the game (if that one is a problem), and by then you will realize that taking objects from higher ground is a regular thing, since you do it intuitively in various other puzzles later. Regarding Escalating Problem (I suppose that's what you meant), it's a puzzle that you don't _have_ to solve (red sigil). Originally posted by AlenL:Hm, but you need those hints inside puzzles, because there's where the altars are, right? :) ![]()
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