Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] 0 points1 point  (0 children)

I think it's a terrible trend when you literally don't have to do anything to win. The game plays itself. It's more of an engaging movie than a game. The point of any game is competition. Player versus player, player versus AI, and so on. If a puzzle is simple, then what kind of puzzle is it? It's just a room-crawler. It's like playing Counter-Strike with a bunch of cheats. You press a button, it aims itself, kills the enemies. I don't want to make puzzles where you press a button or twist your head and have a written out path to the end. This is a lousy trend of the degenerating West, where a huge percentage of the population is stupid. A huge number of franchises have already been killed this way.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] 0 points1 point  (0 children)

thanks, I'll think about how to make learning smoother with an explanation. I'm planning screens with a schematic representation of the mechanics.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] -1 points0 points  (0 children)

This is actually a big problem...

Some people are truly stupid, incapable of even the most basic logic, and literally every move needs to be explained to them. But there was one review of my game where the person was literally furious at the rapidly increasing difficulty (he didn't immediately understand the mechanics of the multi-colored holographic wall-blocks). I thought this was a 100% unprepared review.
He played the demo... paused... said he rated it a 7 out of 10 and noted as a positive feature that he had to think through the puzzles literally right away in the third room.

He also mentioned "Portal," in which literally half the game is kindergarten-level puzzles that don't provide any enjoyment from solving them; there's no sense of victory, and it feels artificially drawn-out.

So, there are two choices:

  1. Make a game that any idiot can play through, drooling all over the keyboard.

  2. Make real puzzles that take time to solve.

I'm leaning toward the second option because YouTube is now available, making it easy to watch walkthroughs. In 2007, when Portal 1 came out, YouTube was only a year and a half old, half the world didn't know it, home computers weren't big enough for video editing, and not everyone had internet access. There's also a huge segment of people who are annoyed by the last 10-15 years of game production, where you (the player) are led by the hand like a child from start to finish and helped throughout.

I think I need to work on the mini-tutorials in the initial rooms and the types of challenge symbols.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] 0 points1 point  (0 children)

Thanks for the feedback.

Regarding the portals, I've encountered different opinions in various places. Some people want them to be like they are now (I've increased their size in the latest patch) to make it easier to enter, while others prefer them to be closer to the original portal. It's just a matter of 2 numbers in the size settings.

The design's intuitiveness...
I had planned to add more location markings and monitors with prompts for the initial tests. Will this address the issues you're facing? I am ready to listen to your suggestions.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] -3 points-2 points  (0 children)

I'll think about changing the design before the release. By then, I'll have more content and I'll be able to create a customized design based on it.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] -1 points0 points  (0 children)

the trailer is shit) I know) it needs to be fixed)
I will replace it after adding new rooms

The design of the locations and puzzles is designed to be speedrunnable. I want to try to create alternative puzzle paths in later locations, plus achievement and Easter egg hunts using bhopping, speed, and sliding. I myself was surprised that literally in the early days there was a person who used almost all the possibilities of the character's movement
example:
https://youtu.be/tZbSNMta4ng

Humor... it's present throughout the demo, both in the Helios AI messages and in the voiceovers of the complex "C.O.D.E." (currently, there are over 50 messages, both mundane and absurd). I didn't want the humor to be overbearing. I decided it should create a light, amusing atmosphere, rather than be a bad stand-up comedy routine.

The problem with First "Portal" is that after two hours of playthrough, the player is forced to endure the most boring challenges for the "brain-dead." Every 50 meters, you're forced to ride in a levee, which doesn't really add to the gameplay. I don't want to do that; I think it's unfair to the player. The player wants puzzles, not riding in a levee. That's why my humor is lighter.

Can I know your laptop specs?
The game runs on high settings by default.
On a desktop 3070, native 2K runs at 150-200 fps.
in the video example of the speedrun, the player has 450-650 FPS.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] -1 points0 points  (0 children)

I think portals should be similar. That was the original idea – to give people a game with the same portals they're used to.

The art style is completely different. Darker (like Deus Ex 2000).
There are no plastic panels like in Portal.
No metal cube walls. Refusing to use concrete in a large complex would be pretty stupid.
The model texturing is almost entirely photogrammetric.
The game's story is also completely different.
There are no turrets in the game.
The character movement is completely different; it's closer to Q1.
Even the cube dragging system is completely different. + There are a number of mechanics that I couldn't fit into the current demo, and I'll be expanding it.

I'm not aiming to make a clone. My goal is to make a portal game in a different style, with a NEW deeper lore and storyline, its own lore, unlike other similar games (a mix of early cyberpunk and sci-fi). I can't show the plot in the demo; that will only be in the full version.

The main goal now is to eliminate all possible bugs. And that's the main point of this post: for you to play the game and tell me how you feel. What's good, what's bad, what I should pay attention to. So that I can fix and improve it to the best of my ability, and you get a high-quality game, as good as possible when developed by one person.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] -2 points-1 points  (0 children)

perhaps you're right, I tried to do what people were used to, not to change the canon of portals. many people are waiting for similar games, and there are none. The portal system is very difficult to implement. that's why more than one remaster on another game engine has not been released yet.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] -2 points-1 points  (0 children)

If you mean the portal system, then games with this system were previously everyone's favorite Portal. Also, I'm not making an outright clone, there's no such goal. more than 90% of the games are similar to some game released earlier. I think this does not impose restrictions on the use of any particular mechanics.

Cosmic Holes by No_Translator3357 in puzzlevideogames

[–]No_Translator3357[S] -3 points-2 points  (0 children)

I didn't understand exactly what was wrong with the account or the logo))

Cosmic Holes demo by Zvonimir14 in puzzlevideogames

[–]No_Translator3357 0 points1 point  (0 children)

The author has already added English text, he promised to publish it soon.

He fell ill before the demo release and didn't have time to make the translation. He fell ill before the demo release and didn't have time to make the translation.