Frenzy1 wrote:
As I mentioned previously, TCB started really slowly because there was a lot of story and not a lot of puzzles at the start and it never got me hooked, but I'll give it another shot after GATEB.
Yeah, I'm realizing now that usually any game with story has this pitfall for the designer to avoid - cramming too much story into the beginning. It always feels like you have to establish certain things for the story to work at all. TCB was definitely front-loaded here. TSS had a giant, short spike at the beginning, (particularly if you asked for the "
previously on DROD..."
option) and then you were definitely solving puzzles.
And also, if you like the initial story a lot in TCB, but not the core gameplay so much - when the puzzles finally come, you might get frustrated and drop the game right there. I'm pretty sure the demo cutoff point at least gave a healthy sampling of puzzles, so it wasn't bait-and-switch.
This love-story-dislike-gameplay pattern came up for me on
Ossuary, where I ran up against a wall with the twitchy manipulation of enemies. Still... I love that weird little game.
In
The Godkiller I got pretty determined on smoothing this out. I made a spreadsheet and tracked how each type of story characteristic was distributed across the levels.
-Erik
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The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
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