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Adventure game puzzles. Which types you like most & least? Feedback appreciated for game dev

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chrissie - 27 July 2020 08:14 AM
starseeker - 27 July 2020 07:33 AM

Thanks for the feedback. I am having a creative block at the moment & wanted to see if anyone has good ideas.

This is the wrong way to go starseeker - either have a break from the game to have a think about what you can do or try to engage the services of someone to collaborate with you.  Smile

I understand what you meant, & I have given a lot of thoughts of whether I should engage the community in-game ideas. The last thing I want is to feel I am exploiting people for free labor.

As a passionate gamer, I am quite active in forums of games I enjoyed, I & a lot of community are more than happy to provide ideas/feedbacks to developers. Sometimes developers adopt the ideas/feedback, most time not.

Some people are happy to do so, some not, its a pure volunteering basis. If people overwhelmingly disapprove of game dev opening asking for ideas, then I happy stop asking for ideas. The feedback I am sure is fine.

I do agree I need to take a break for the game. This week is suppose to be my holiday, & you know what I do. I work.
Every day I work 12hrs+-, every day of the week. This probably drained a lot of my creative juice.

I personally thought it could be fun & exciting for both side (where developers & gamers can exchange ideas instead of one way street), & if any developers wanted me to give ideas, I happily do so if I have any good ones.

     
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Karlok - 26 July 2020 01:49 PM

I never managed to finish Traitors’ Gate. Hard, easy to go wrong. But I liked it.

Very hard game. I would say it’s impossible to complete in 24 hours if you play it straight from beginning to end. I did complete it, but it took me close to, if not more than 70 hours. Save game. Go to next location and figure out what needs to be done and how to do it. Restore game. Solve location. Save game. Repeat. I really liked the game. Which is the only reason I went through the process. I can easily see why a player would say “Enough of this sh**.” and pull the plug.

     

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Thanks to a discussion on the slider mechanic. I decide to add a lite slider mechanic to the puzzle sequence for the first chapter of my game. Feel free to critic.


     
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That’s quite interesting, now I have some insight on how a puzzle is designed. Thanks for sharing. Looks like it would be a fun puzzle to solve.

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I enjoy playing adventure games on handheld systems- PS VITA, Nintendo DS and ipad mini.

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Mikekelly - 30 July 2020 06:39 AM

That’s quite interesting, now I have some insight on how a puzzle is designed. Thanks for sharing. Looks like it would be a fun puzzle to solve.

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Thanks. I can’t wait to implement this in as well. I want to point out the paper illustration isn’t how as much how I design a puzzle, but more so on the sequence of the puzzles.

I can explain briefly how I approach designing a puzzle or the story. I started with the end goal, in this case, opening the door. Then I work back/forward to fill in until I have a complete sequence.

For instance, I had a simple puzzle about a combination lock from a postcard. The combination is Michael Birthday. Its not overly hard to alone, but works fine for a subpuzzle in a grander puzzle sequence.

Also, there is a discussion on sliding puzzles, so I thought if I can integrate it in. So I thought of 2 cabinets side by side, pull the small one, then push the big one.

It is neat but seems too simplistic, so I thought about how I can add more value by adding more steps?
I thought; how about needing to empty the book cabinet so it’s not too heavy, & you need to lock the cabinet back, or else the drawers will just slide out as you pull one of the handles.

So with some reverse engineering, a simple puzzle is now expanded while remain coherent. 

I hope my explain is clear & help you in some capacity.

     

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