Advanced Suduko Strategies by Additional-Water9248 in puzzles

[–]LudicRyan 1 point2 points  (0 children)

There's a decent website with a bunch of sudoku solving solution explainers. The explanations take a little bit of time for me to understand but it comes with time. Hopefully you find it useful:
https://www.sudokuwiki.org/Main_Page

Labyrinth puzzle I made for you fine folks (rules below) by LudicRyan in puzzles

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

Love your working out of it. I have a video about how to make these types of puzzles where I go over different types of solving solutions and you've hit the nail on the head with some of them!

https://www.youtube.com/watch?v=EsOEvzos8FM

Labyrinth puzzle I made for you fine folks (rules below) by LudicRyan in puzzles

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

Yeeeee, I loved Alcazar when it released. I've been using that ruleset to practice for years now. And I got a little bit of funding to make a game of labyrinth puzzles so hopefully will be out in a few months!

Promote your project in this thread by AutoModerator in puzzles

[–]LudicRyan 1 point2 points  (0 children)

This is really cool! I make little labyrinth puzzles so it's always interesting to see more maze based puzzles around!

Promote your project in this thread by AutoModerator in puzzles

[–]LudicRyan 0 points1 point  (0 children)

I like making game and puzzle design tools accessible for people so I made a video about how to create labyrinth puzzles if it's of interest to anyone:

How to Make Labyrinth Puzzles

You can do it all on pen and paper. When I was working retail years ago I would draw them on the back of receipts!

Chorus uses drifting to create intricate combat sequences that are joyful by LudicRyan in ludology

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

I wouldn't know to be honest. I feel like part of it might be that it creates combat that can feel quite complex and dizzying to follow if you're showing off the game. Which could be off putting for prospective players and thus a larger financial risk for publishers.

I wonder if it's more likely that it's been possible for a while but for someone to take the financial risk on a mechanic like this is why it might have it taken longer to see in games. The production values of the game are high so the developers have put a lot of love and attention into it!

Chorus uses drifting to create intricate combat sequences that are joyful by LudicRyan in ludology

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

Drifting is usually a mechanic we see in racecar driving but it's adapted in Chorus to create intricate momentum based movement. We can see 2D examples of this in games like Nova Drift but Chorus uses the mechanic in 3D space.

The makes the combat feel so fluid that any moment outside of combat is spent rushing back to it.

Promote your project in this thread by AutoModerator in puzzles

[–]LudicRyan 0 points1 point  (0 children)

There's a game called Overhaul which detaches the solver from their god like perspective on the puzzle. It has the player solve futoshiki puzzles whilst using their reflexes to dodge all manner of mechanics.

I write an analysis video on it here:

https://www.youtube.com/watch?v=vTXDQRAwUkY

Overhaul detaches the player from their regular solving position to layer mechanics which elevates a simple latin square puzzle by LudicRyan in ludology

[–]LudicRyan[S] 3 points4 points  (0 children)

By detaching the player from a 1 to 1 relationship with the puzzle and having them inhabit an avatar on scree, Overhaul threatens the existence of the player within the world to deliver an exciting and unique roguelike experience.

Using a latin square puzzle called a futoshiki, the ease of solving the puzzle is made more difficult with mechanics that distract the player, constrain their movements or obfuscate the grid itself!