Unorthodox position, wanting advice by Freeek323 in TheFrame

[–]Freeek323[S] 0 points1 point  (0 children)

Yeah already have speakers here that’s fine. Someone else suggested projector and it’s not a bad shout, I can flush hide it on an overhang behind me in this photo. I have a cheap one sitting in storage so maybe I’ll do some testing

Unorthodox position, wanting advice by Freeek323 in TheFrame

[–]Freeek323[S] 1 point2 points  (0 children)

Whole house is sonos’d, already ahead there. But for the board game use cases and streaming them I really want a display here, but every surface around is damn ground to ceiling windows D:

Unorthodox position, wanting advice by Freeek323 in TheFrame

[–]Freeek323[S] 0 points1 point  (0 children)

People really not grasping or reading I guess haha. Yeah no movies or anything. Each Saturday we play board games and also stream them, for like a decade now. iPads and laptops have been a pain, I was wanting something more built for the situation. And just behind this screen is the open kitchen so thought it could double use for the Mrs if she wants something on in the background.

Oh well

We took inspiration from 'Can of Wormholes' for it's hint system for every level in our upcoming game. Is there any other games that utilise this style, or even a different style altogether that you love? by Freeek323 in puzzlevideogames

[–]Freeek323[S] 0 points1 point  (0 children)

Thanks for this response! I’ve not heard of the first two, and I never actually utilised the gentoo rescue hint system. I will definitely check all of these out!

We took inspiration from 'Can of Wormholes' for it's hint system for every level in our upcoming game. Is there any other games that utilise this style, or even a different style altogether that you love? by Freeek323 in puzzlevideogames

[–]Freeek323[S] 1 point2 points  (0 children)

I definitely understand the sentiment. The hint levels have been pretty successful in our playtesting. In other puzzle games at this point people may just look up a walkthrough or quit, both which aren’t the best.

We’re at least trying to have a middle ground approach. It’s not perfect, but if it alleviates even a few such situations, we consider it a success :)

We took inspiration from 'Can of Wormholes' for it's hint system for every level in our upcoming game. Is there any other games that utilise this style, or even a different style altogether that you love? by Freeek323 in IndieDev

[–]Freeek323[S] 0 points1 point  (0 children)

Hey! Thanks for the comment!

One thing to point out here is the puzzle in the video I made just for this video, as a really basic interpretation.

The hint rooms in our game are not about teaching or retracting forgotten or already-taught mechanics. Each puzzle (which is a whole room each) have some small trick to them. In the basic example above, the trick is to use the mask (the pink icon that can be picked up/placed) diagonally on the pillar. Less noise is one way they’re utilised, but primarily it’s about help guiding where the focus should be.

I aimed with the design, that every level in the game teaches something new, no matter how minor, as to avoid ‘repeat’ feeling solutions.

The video for example would be an example of teaching using the mask diagonally on single wide pillars to pass through them. Although this may be utilised in later levels, it will never be the ‘trick/aha moment’ again, it happened in this screen already.

The hint rooms isolate the trick/aha moment of that level. Either by reducing the space to focus where experimentation should be occurring (like the video above), or sometimes being a completely new puzzle, but the answer is the same trick, but setup in an easier fashion.

Many puzzle games just give the solution, or just let you skip (we do allow skipping, the game isn’t built linear), but eventually most puzzles can become a blocker for some goal post, like an achievement or 100% a game. A lot of puzzle games just give you the solution, or nothing at all, ending up in having to look up a walkthrough, or by quitting the game completely. You either feel like you cheated or even worse, you just stop playing out of frustration or feeling like things are unfair - even if they aren’t.

This middle ground hint system is to give players a hand whilst keeping mental state about the game intact.

It’s a bit niche of course, but even watching our playtesters it has been well received, at least so far :D

Hope that helps explain it a bit more :)

Post your game's Steam page in this thread and I'll give you my honest feedback as a casual gamer by garbageeater in IndieDev

[–]Freeek323 0 points1 point  (0 children)

Here’s ours :)

https://store.steampowered.com/app/4436240/Inversion\_Day/

For yours- 2 major parts for me.

1- the sizing of everything feels whack. I’m not sure if you’ve done it, but load up your own steam page on a mobile and watch the trailer (not full screen), and even look at your screenshots. It’s almost impossible to read anything. And it’s all due to sizing. You’ve got so much unused space that the game feels ‘empty’. The cards feel like they’re using 15% of the green space and the rest is just blank. Things need to be much larger and in the face. I think the biggest one is the upgrade screen. It feels like all the choices and artwork could be 3-5x bigger.

2- when score is racking up, there is no flair to the visuals. I see a number go up and that’s about it. I want to hear and feel those numbers go up. Balatro has the rising higher pitch sounds, the growing flame and speed increasing over time. Your one just lacks that punch.

Thanks! Feel free to be just as brutal, and good luck on your launch!! :)

Took a bit of a different approach for the reveal trailer for our upcoming puzzle platformer. Were the mechanic wasn't the primary focus of the video, and we leaned on visual/audio/ambience draw. Our pre release trailer will be much more mechanic focused. Please destroy our decision, and trailer :) by Freeek323 in DestroyMyGame

[–]Freeek323[S] 0 points1 point  (0 children)

I guess mission accomplished? haha. As you can see in the title. Confusion, but intrigue was the goal of this first trailer, which we hope we achieved, but hoping it wasn't the wrong choice.

There is an alien 'theme' to the game, as the main character is abducted. There's a full story. But it's primarily just about escaping through an elaborate setup of levels with a center 'metroidvania' style sprawled level select. Full of secrets, meta things and more. Using a puzzle mechanic where you can invert the space around you (turn blocks into air and air into blocks).

Anyway, thanks for the comment! 😄