mrimer
Level: Legendary Smitemaster
Rank Points: 5141
Registered: 02-04-2003
IP: Logged
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Re: Discuss the new TSS features (+2)
Good questions. We're not quite done yet with puzzles, but the majority of the puzzle levels are solid or completed.
Speaking for myself, I designed some easy levels to introduce new game elements, and these levels are on par with Gunthro levels, or even easier, as they are specifically designed as tutorials to guide a player through the strategy and tactics of using new puzzle widgets, one facet at a time. They might have some lynchpins, but nothing unwieldy or annoying (I don't think).
However, there are also levels later in the game that rank on par with the final TCB difficulty levels. In TCB, however, there are some challenging rooms at the end that might take a player thousands of moves to complete. In TSS, I don't think I've seen any rooms that take over 1000-1500 moves, and most at the end are <500 moves. There are a lot of fun lynchpin rooms, and relatively few horde management rooms. This game features many new mechanics that don't require hordes in order to make interesting puzzles. Almost all rooms I've played through feel crisply fun and clever, and we're working so we can say none feel "annoying", "repetitive", "clunky", etc.
For Gunthro, when it was released, I said we had multiple hub areas and layers of challenges and secrets in the game. While true, I think in TSS you will see how this is all "done right". The core story levels have a pretty smooth learning curve and get appropriately challenging by the end. You'll feel proud of beating the game, but you won't feel like you had to beat your head against the wall while doing it. An experienced player like me -- who I might mention is nowhere near the level of mxvladi, TFMurphy or larrymurk -- still might need a hint for a room or two in each of the final levels.
There are also several optional challenge levels along the way that you can unlock by doing special things. The challenge levels will let you demonstrate that you've mastered the new game elements, without relying on any cheap tricks to solve the rooms. You'll most likely need hints for some rooms in each of those levels. That being said, I don't think there's anything unfair in these rooms or hard to execute on when you know the solution. IMHO, the puzzle design is excellent. Kudos to the level architects, who have designed masterful puzzles for this game. I'm very excited to share this game with you, and I'm thinking of ways we can release some content for you to see or try out before too much longer.
I'm hoping some of the other level designers also chime in with their impressions.
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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
[Last edited by mrimer at 08-05-2013 04:06 PM]
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