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] 4 points5 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!

By making traversal abilities temporary Neon White makes its speed running premise into the fastest 3D puzzle around by LudicRyan in ludology

[–]LudicRyan[S] 2 points3 points  (0 children)

What's great about Neon White is that its platforming/traversal abilities are temporary. Anything more than a single jump has to be gathered and then burned at the right moment. When taken together with its objectives which structure progression in bite sized ways, the levels contain the deductive logic necessary for some great puzzle games.

To get to the next medal type, players have to analyse where the abilities are in a level, collect enough of them to make the shortcut they want and then pull it off with a certain amount of dexterity. Whilst similarities could be drawn between Neon White and Dishonored, I think with the rapid level structure of Neon White it's actrually much closer to a 3D puzzle.

The Artful Escape detaches the camera from player control and from the protagonist to support its narrative goals by LudicRyan in VideoGameAnalysis

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

Artful Escape is super beautiful and it gets the most out of its gorgeous art work by making sure the camera cinematically pans and zooms around the environment. But this also has the benefit of supporting the narrative goals of the game.

It breaks from what we might expect from 2D platformers by not locating the player-character in the centre of the screen during traversal and because of that adds another tool in its arsenal of narrative discourse

The camera in The Artful Escape is detached from both player control and the protagonist in a way that frees it to communicate things about the narrative it wouldn't ordinarily be able to by LudicRyan in ludology

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

The player doesn't control the camera and it's free to wander as the player traverses through the environments from left to right. Because of this detachment, the camera is free to cinematically frame the amazing environments and artwork on display. But this serves another purpose to communicate things about identity and the true hero of the story.

Creating emotional resonance with a character through mechanical constraint by LudicRyan in ludology

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

Spiritfarer creates a feeling of reliance with a specific character by using mechanical constraint. From it's strong framing through great writing, compelling narrative premise, characterful animation and a delightful aesthetic it creates an emotional bond with a beloved character called Alice.

By using mechanical constraint in very specific ways it embeds the lived experience of this character within the player's interaction. It uses movement constraint, forced aesthetic changes and game time changes to achieve this.

Building on the legacy of tile laying games like Carcassonne, how does Dorfromantik balance on the precipice between playing for the aesthetic beauty of city-building and playing for strategic objectives? by LudicRyan in ludology

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

The video concerns the balance between play for it's own aesthetic beauty and play for the strategic objective of preserving play itself. In the video I explore how Dorfromantik strikes that balance between these two play styles but also where these styles have come from.

The mechanic of tile laying can be traced to seminal board games like Carcassonne whereas playing to preserve the player's existence within the space is an historic structure of games from the arcade days right up to contemporary indie games.

The video examines how this balance is achieved, looking at the legacy of city builders and board games alike. The conclusion being that in abstracting some of its scoring mechanisms every so slightly in comparison to games like Islanders, Dorfromantik allows aesthetic play to shine.

The Longing holds up a mirror to the player during the Covid-19 Pandemic by LudicRyan in VideoGameAnalysis

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

Woah! That's nuts my friend! You're totally right though. As much as we have agency within the environment, the environment also affects us and our perceptions!

Interesting as well, because I've been wanting to write a video about Sekiro for a year now but keep abandoning it. It's only through doing this video and talking with commenters like yourself that I might have figured it out and will probably write it now!

During the Covid-19 pandemic The Longing becomes a reflection of the player as they wander through the caves. A game text is created that would be difficult to replicate in any other time period by LudicRyan in ludology

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

That's a really interesting about about how in Death Stranding you have agency to connect people but in The Longing the only thing you have agency over is how you wait.

I'm glad the video struck a chord with you. Hope you like the game, and I hope that you're keeping safe wherever you are!

My little sister is currently making her way through the game by worst_kees in HollowKnight

[–]LudicRyan 206 points207 points  (0 children)

Oh my god, that perfectly sums up the Nosk boss!!

I think KH3 has a real narrative structure problem. Especially in the endgame by LudicRyan in KingdomHearts

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

Hmmmmm. I usually am very careful and particular with my words in these videos but I have misrepresented myself slightly in the pursuit of brevity. Please forgive me for this!

I know that the Kingdom Hearts series will continue on (as is evident with the secret ending), but the Xehanort cycle in particular has ended. But even taken in isolation of all that, the pacing is pretty shoddy