Well, this is certainly an unusual puzzlescripter! I'm currently dodging piranhas in a cave and would greatly appreciate a more generous checkpoint system if there's no undo, though I understand there may be some complexity there because of world-states.
edit: Okay, outta the caves, but I feel the checkpoint thing even more strongly for the haunted house. I died to a ghost because I fell through a ladder trying to escape with my [loot], and the idea of having to go through all the hooplah with the barrels/bales to get back down there for the fourth time has temporarily sapped my resolve.
edit2: Two more things to find, but no clue where they might be! I've liked this a lot so far.. It's definitely a throwback to older games (and makes me appreciative of some of the quality-of-life improvements since then!) but it's been a lot of fun to work though. It's neat to see a metroidvania implemented in puzzlescript, and impressive how many different types of gameplay you've woven together. Hope to see more puzzlescript experiments in the future :-)
Wow, faster than I thought :-) Thanks for the feedback! I'll think about it. Although, I try not to spoil what's in there... but you are spot on - yes, the house (and some other places), was a kind of forced decision provided some states can get mixed and keeping them dynamic would increase rules and that will lead to slowing things down even more (there was a difficulty with speed provided map size, which was partially solved with some tricks). Not that it is not doable, but it was a part of laziness, a part of over-complication this 'little' things will add to the code, and a part of 'it cannot go on forever, make a cut!'. So, I guess, it turned out to be a part of the package... And about 2 more 'things' to find - honestly, it's impressive you've found almost all, as few of them are a little nasty (almost NES type of nasty) to find. But there are some clues in the environment (some 'extra' elements might betray them, the nastiest one is probably in areas connected with water, but not saying anything else :-) ) and it was the initial plan ;-)
Doh! I should have spotted that one, having spent some amount of time looking around in there for something just like that :-)
Probably too late now and too difficult to implement, but I wonder if there might be a gentle way to indicate where progress still needs to be made? eg Different color batteries depending on environment, and color-coding the battery gathering point accordingly, so you can think a-ha there's a blue slot still open, I probably need to be re-exploring the water areas. A little like the function served by the obelisks in the Witness.
Anyhow, happy I've now escaped, and I found the ending delightful. V inventive use of the message system!
It's a good idea about color coding. I think it's certainly doable (maybe will update it later). I thought about it initially, but decided to make it all uniform as most of the 'things' are pretty spottable, and there are few which will cause troubles (not counting patience). But they are the ones that may provide the biggest feeling of closure when finally found (the map was not intended to end up so big). And as the main interaction with the environment is exactly spotting things - I decided it will defeat the purpose.
Patience-curiosity (as in some ambient non-competitive environment) is a contract behind the quest, as an attempt to question, "Why should everything be based on dopamine/reward mechanisms, heavily goal-oriented? Where is the element of some roaming, perhaps abandonment and unexpected discovery?" (deliberate annoyance or irritation were not designed, it's just the skill of the designer or other limitations), so if player doesn't like that contract, he simply stops playing. As you can see, from the get go it was not planned to be an experience for everyone. Just one little curiosity 'a happy little accident'.
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Well, this is certainly an unusual puzzlescripter! I'm currently dodging piranhas in a cave and would greatly appreciate a more generous checkpoint system if there's no undo, though I understand there may be some complexity there because of world-states.
edit: Okay, outta the caves, but I feel the checkpoint thing even more strongly for the haunted house. I died to a ghost because I fell through a ladder trying to escape with my [loot], and the idea of having to go through all the hooplah with the barrels/bales to get back down there for the fourth time has temporarily sapped my resolve.
edit2: Two more things to find, but no clue where they might be! I've liked this a lot so far.. It's definitely a throwback to older games (and makes me appreciative of some of the quality-of-life improvements since then!) but it's been a lot of fun to work though. It's neat to see a metroidvania implemented in puzzlescript, and impressive how many different types of gameplay you've woven together. Hope to see more puzzlescript experiments in the future :-)
Wow, faster than I thought :-) Thanks for the feedback! I'll think about it. Although, I try not to spoil what's in there... but you are spot on - yes, the house (and some other places), was a kind of forced decision provided some states can get mixed and keeping them dynamic would increase rules and that will lead to slowing things down even more (there was a difficulty with speed provided map size, which was partially solved with some tricks). Not that it is not doable, but it was a part of laziness, a part of over-complication this 'little' things will add to the code, and a part of 'it cannot go on forever, make a cut!'. So, I guess, it turned out to be a part of the package...
And about 2 more 'things' to find - honestly, it's impressive you've found almost all, as few of them are a little nasty (almost NES type of nasty) to find. But there are some clues in the environment (some 'extra' elements might betray them, the nastiest one is probably in areas connected with water, but not saying anything else :-) ) and it was the initial plan ;-)
Have a nice adventure!
I went back and re-did things, at a loss as to where the other two might be, as I made sure to explore even more thoroughly this time round!
edit: removed a spoiler
Doh! I should have spotted that one, having spent some amount of time looking around in there for something just like that :-)
Probably too late now and too difficult to implement, but I wonder if there might be a gentle way to indicate where progress still needs to be made? eg Different color batteries depending on environment, and color-coding the battery gathering point accordingly, so you can think a-ha there's a blue slot still open, I probably need to be re-exploring the water areas. A little like the function served by the obelisks in the Witness.
Anyhow, happy I've now escaped, and I found the ending delightful. V inventive use of the message system!
Yay! Congrats. I think the first one out ;-)
It's a good idea about color coding. I think it's certainly doable (maybe will update it later). I thought about it initially, but decided to make it all uniform as most of the 'things' are pretty spottable, and there are few which will cause troubles (not counting patience). But they are the ones that may provide the biggest feeling of closure when finally found (the map was not intended to end up so big). And as the main interaction with the environment is exactly spotting things - I decided it will defeat the purpose.
Patience-curiosity (as in some ambient non-competitive environment) is a contract behind the quest, as an attempt to question, "Why should everything be based on dopamine/reward mechanisms, heavily goal-oriented? Where is the element of some roaming, perhaps abandonment and unexpected discovery?" (deliberate annoyance or irritation were not designed, it's just the skill of the designer or other limitations), so if player doesn't like that contract, he simply stops playing. As you can see, from the get go it was not planned to be an experience for everyone. Just one little curiosity 'a happy little accident'.
Glad you enjoyed it! Thanks for playing.