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Marcos' Mysterious Maze » Devlog
In this video I talk about a possible new feature: chained puzzles (that is, puzzle solutions that require solving another puzzle first). What do you think? Intriguing? Too diabolical perhaps?
Marcos' Mysterious Maze
a puzzle roguelike-like
Status | In development |
Author | Marcos Donnantuoni |
Genre | Puzzle, Platformer |
Tags | Procedural Generation, Roguelike, Roguelite, Sokoban |
More posts
- Cursed puzzles: fun to study, not to play1 day ago
- New "physics" system allowing fragile crates41 days ago
- Pleasantly surprised by the procedural generatorSep 05, 2024
- Using Godot's ConfigFile class to store the game's shape codexSep 05, 2024
- Progress report: some Main Menu MusingsSep 05, 2024
- Keeping It Simple: trial and error vs. complex codeJul 25, 2024
- Simplifying difficulty bagsJul 19, 2024
- About difficulty bags & coming demoJul 16, 2024
- Basic save and load using Godot's JSON parserJul 10, 2024
Comments
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Consider the question of whether the chaining of puzzles offers additional solution paths or is mandatory. If these are additional solutions then in effect each player will miss seeing (or at least solving) some puzzles. On the other hand if they're mandatory then it's not so much puzzle chaining as a single puzzle with more than one solution.
I think I'm cautiously in favour, if only because it's a way to make the open world nature of the space matter more.
Thanks for your thoughts!