![]() ![]() 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). DLC sometimes feels like a nostalgic throwback to the Internet of 90s, I really enjoyed that aspect too.Originally posted by AlenL:Hm, but you need those hints inside puzzles, because there's where the altars are, right? :) Music and visuals are calming and peaceful. Some optional puzzles are impossible to solve by yourself, but I don't think that should stop you from playing in our Internet age. There are only a few tools at your disposal, but the puzzle designers really got everything possible out of these few tools, in the ways I couldn't imagine. Oh, by the way, the puzzles are great too. However, the game lead me to some answers for myself. A lot of questions are raised here, with not many answers (what did you expect?). Often I don't have patience to read philosophical texts, but here it just works - you read a little, go solve a puzzle, and think about what you just read in the meantime. I don't know how they did this, but that existential lore seems to be perfectly curated and broken up into digestible chunks. It's just like in the real world - we run around doing chores / making money / achieving goals that have nothing to do with who we are or what our purpose is but that's just how our life is. At first glance, this seems like a weird combination, but it all starts to make sense and fit together after a while. In this game, you are running around solving puzzles and reading a lot of lore about existential philosophy. if either of the above is not true, you must avoid it (the game has a potential to trigger an existential crisis, and the gameplay is nothing but puzzles). if you ever had an existential crisis AND if you like puzzles, you absolutely must play it. There is a very simple way to determine whether you should play this game: Having said that, it's definitely not for everyone. This game is now one of my favorites (if not THE favorite). ![]()
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