Quote from: ProgZmax on Mon 09/07/2007 20:39:09
You've created a strong second release here, Sektor13, and you have every reason to be proud of it. The opening logo and title screen reminded me of games like Albion which is probably the highest compliment I could give to a free game author. That said, I had a few issues with puzzle-kludginess, such as:Spoiler
the whole freeing the frozen rod bit. Why not use the pickaxe head to do it? Also, the rounded pickaxe end could just as easily pried the metal panel up enough or used the gum to get the object, and there are several places where the inventory was filled with items that could have achieved a similar logical result but had too specific a purpose. This, ultimately, is the problem with games that have huge inventories: multiple solutions logically possible but not scripted. It also becomes a problem when you start making puzzles just to extend gameplay, it feels tacked-on rather than a part of the narrative.[close]
Don't feel discouraged though, most indie authors have difficulty making really intuitive puzzles and companies like Lucasarts performed extensive testing to make a puzzle 'work' (and even then they failed at times imo). I think if you wanted to go back and make the core puzzles solvable in different ways you would reap the benefits later, but this is only a suggestion.
At any rate, congratulations on your release.
You're right about the puzzles... I must admit i never thought of using picks head to get frozen rod, but it's very logical. I must think about it -> for possible updates