![]() ![]() What would be the difficulty ceiling for the puzzles? How many should we put in the whole game? If hard optional puzzles provide hefty rewards for beating them, how do we prevent casual players feeling left out and weaker for skipping them? And at the same time, how do we keep it challenging and rewarding enough for the so-called “puzzle heads :)” among you? ![]() We sorted these puzzles according to the feedback gathered in a few rounds of internal playtesting, giving us a good idea on the order in which they should appear in the game, graduating in difficulty.īut, a few questions popped up right here. Thanks to some new puzzle-making mechanics we added to Lockdown, we came up with quite some elaborate, tough, and varied puzzles over time. It’s a big challenge to please both crowds without making it all just “meh”, while still keeping the game balanced and consistent. Some of you welcomed the hardcore challenge of the tougher puzzles, but the rest mostly preferred and enjoyed the other mechanics so typical for the genre, not so much puzzles. Today, I’d like to talk about how we want to tackle the difficulty and categorization of puzzles, based on your feedback from the original game. A big shout-out to everyone who’s fighting the disease or helping to overcome the whole situation!Įach member of our little studio works from home now, and despite it being a lot less effective and slower, we still tirelessly work for Vaporum: Lockdown to be the title that you’ll love. I hope you’re healthy and safe, following the instructions to protect yourself and the others in these troubled times. And if you’d like to know how this unique level will work and fit into the overall game, you should check out this Steam announcement. When presented with the above issue, Fatbot Games, the team behind the upcoming Vaporum: Lockdown, came up with the optional Supreme Puzzles Floor. ![]() Which presents developers with an interesting conundrum where they have to simultaneously satisfy those who enjoy puzzles and those who don’t. To me, they represent the core of what that particular sub-genre of RPG is all about. Personally, I don’t really see a point in a dungeon crawler without any puzzles. ![]()
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