This is not disputable, this is how the game is coded. But it is not an open world interactive physics puzzle game like Portal, it's a linear puzzle game with one correct solution, and the solution requires placement of objects in fairly precise locations. This is not a typical puzzle game like candy crush, it's a "physics" puzzle game. Originally posted by La Manzana:The puzzles are "hard" only because the game hides information from you. I don't think i'll be finishing this "game". The only good thing I have to say about the game is that I only paid $6 for it. Maybe it's intentional on the developers part, to build hype and serve as fodder for viral marketing. So the problem isn't with my level of intelligence, it's failed game design. There are literally thousands of posts on the net from people seeking solutions for puzzles from this game. Spending hours and hours with trial and error is not my idea of a fun game, nor indicative of the players intellectual capacity. Solving these puzzles does not make one a smart person. It's frustrating became the game is not upfront with the player about what is and is not possible in the game world, so the player is left with 2 choices. Its either stupid easy (green/yellow sigils), or extremely frustrating(red, grey, stars). "Solving" these puzzles brings me no joy. It is as if the dev is having a laugh at the "stupid" players expense. Not a flaw in and of itself, however the "game" is poorly designed to be as frustrating to the player as possible. Somebody likely spent hours and hours trying everything and finally decided to put a box on top of a buzzer and it worked and then they made a youtube video.Īs such there is no room for creativity. What really put me off this game was finding out that you can balance boxes on top of buzzers. The design intent for all puzzles is one solution, and the maps, enemy placement is chosen such that there is only one solution. Certain puzzles could have alternate solutions, but that is actually an oversight on the developers part. Therefore solutions to puzzles that are not immediately solvable on the first try require precise placement of game objects, timing (clones/ lasers that unlock doors), and cheating/trial and error. When the mapmaker was designing the maps, you can clearly see that the map was laid out to block certain angles and viewpoints (for lasers), and enemy AI was placed at very precise locations such that you could not bypass them without making use of the game elements that the designer wanted you to use. The extra little (sort-of) hidden puzzles were often more rewarding than the main ones, though some were incredibly obtuse.The puzzles are "hard" only because the game hides information from you. One big benefit of this approach though, as opposed to having completely separate puzzle areas, is that the world itself is often a puzzle. You end up being very glad for the genuinely absurd running speed. The open, connected world is pretty and fun to explore, but contributes to the feeling of things not being as condensed as they should be. Sometimes you figure out the gist of what you're supposed to do as soon as you walk in an area, and after that it's just a matter of trial and error, with timing and exact positioning playing more of a role than logic. Portal) feel like they're introducing a new idea with every puzzle, whereas a lot of puzzles here feel like you're largely just trying combinations of things you already know. I thought it was really quite good, but it does feel a bit padded out. Finished, well apart from the star challenges.
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