Sacrificing sacrifices?
Dis Pontibus 2 » Devlog
Until recently, the game allowed "sacrificing" platforms without losing (as long as the player was not on the disconnected platform).
The problem with this is that the generator sometimes produced puzzles that required sacrifices; I thought about detecting this situation and filtering them out, but finally decided to directly forbid all sacrifices.
This makes the rules more consistent, but now I'm wondering if maybe I went too far. Sometimes the freedom to sacrifice platforms feels good while playing, even if it does not serve the purpose of solving the puzzle.
Maybe detecting mandatory sacrifices is a good middle ground after all. I will have to do more tests...
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Dis Pontibus 2
A puzzle game about helping people connect their islands
Status | In development |
Author | Marcos Donnantuoni |
Genre | Puzzle |
Tags | 3D, Difficult, Procedural Generation, Singleplayer |
More posts
- Preparing for publishingMay 20, 2022
- ModellingNov 26, 2021
- Enemy mode?Nov 12, 2021
- Locking puzzlesOct 30, 2021
- On shapesOct 08, 2021
- MegalithsSep 18, 2021
- Input queuesSep 11, 2021
- Extending player freedomAug 30, 2021
- Procedurally sculpted meshesAug 16, 2021
- Fog and less gated navigationAug 07, 2021
Comments
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Maybe mandatory sacrificing is a good thing to encourage players to think out of the box?
BTW, is it favorable to group levels according to their "solving strategies" to make learning more progressive (i.e., learning each strategy individually before entering levels that requires combining multiple strategies)?
Good questions! I don't have the answers yet...