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Eric Varnes

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Everything posted by Eric Varnes

  1. There was SO MUCH innuendo in this game. It's everywhere. Not complaining, BTW.
  2. A shell horn in Shellmound And people say the puzzles are too easy GO WITH WHAT YOU KNOW. Haha! Obviously not a serious reply on my part. Maybe there is an elaborate way to make a shell horn. Use compressed air on conch. Heh, I SAY elaborate.
  3. I made a similar point in another thread. I got stuck once on a mega-monkey puzzle in CMI. So I played through the easier mode to get a clue about what was different about the mega-monkey version of the puzzle. Machinarium had a decent hint system, in my opinion. First, you had to play a mini-game to access the hint. Then it displayed a sort of cryptic visual depiction of the puzzle, which didn't tell you how to solve it, but did guide you well enough that it was highly unlikely that you wouldn't grasp what needed to happen.
  4. I've been wondering about the yarn. So much of Shay's environment is yarn... I think "Mom" comes from a weaver city. As does Marek. And it may be Mog Chothra that comes from a weaver/knitting city.
  5. I've been wondering about the yarn. So much of Shay's environment is yarn... They sure know how to spin a good yarn! I think there is more to the yarn. Think about it. What reason is there to make the yarn pals yarn? What reason is there to make the navigation system yarn? Is it only to serve the knit navigation puzzle? That seems kind of odd. I can see the overmother making yarn pals because of the cliche image of mothers knitting. but there are countless ways to make a goofy, spacey navigation apparatus. Of all the options in the world, the choice was YARN.
  6. But it WAS hidden in Brommel's possession. He was the odd one out in the scene, obviously stood against the celebration and should have been the first choice in investigating the location of the knife. Having the dialogue line that prompted cupcakes was an obvious indication that it was worth giving him a cupcake. Offering the cupcake gave three options, which is also odd, worthy of investigation on that fact alone. And the icing on the cake was an option to 'split the cupcake', which generally requires some sort of cutting utensil, a utensil that only Brommel seemed to know the location of. Everything was there to steer you to the solution. It was the farthest you could get from luck or randomness. It would only have gotten easier if the game literally told you who to click on and where to use which items. This is not a failure of the game designer. It is a failure of the player to see the things that were put in place. There is nothing wrong with the puzzle, and the criticism on the design is misplaced. Again, this is akin to blaming the devs of Counterstrike for dying because you didn't take cover under fire because you didn't know a wall was relevant to the situation. And I have no intention of calling anyone dumb or anything. Not being able to get this puzzle means you need to get better at solving these puzzles, just as dying in an FPS means you need to get better at staying alive. The appropriate reaction is NOT to blame the design in this instance.
  7. I don't think a player's failure to grasp this puzzle is the fault of the creators anymore than it is the fault of Counterstrike devs that some people can't kill their adversaries. The necessary elements were there. The logic is there. If someone had trouble with this puzzle, they just need to get better. That is the point of any game. If you want to be carried through an interactive story, get visual novels. *shrug*
  8. It is next to certain that this is a puzzle in act two or a puzzle cut from the game. There is a chute that is only accessible by the sweeper bot, and the sweeper bot appeared in a very deliberate fashion for the cereal segment. If they are tweaking act two to be more difficult, I would expect this puzzle to be reintroduced if it was cut, or present if it was always meant to be in act two.
  9. I've been wondering about the yarn. So much of Shay's environment is yarn...
  10. It is unfortunate that it is mega-monkey or easy, but not both. At least that is what it sounds like when reading these last few posts. This is how I see it and how I used it: I started on mega-monkey. I got stuck a lot, but managed to get through a good portion of it. But then I got REALLY stuck, like, for a week, and I loaded it up each day that week. So I started a new save on the 'easy' mode and played until I got to the same point. It was, indeed, part of an added puzzle and seeing what was NOT present helped me to narrow down my options in mega-monkey. Thus, I never needed to use a hint system or walkthrough. I never short-changed myself. And if I really hadn't handled mega-monkey, I simply would have completed the game on 'easy' before consulting a walkthrough or hint system. I've used hint systems before to progress in games where I am stuck, but I'm always left feeling annoyed because the "hints" are never hints. Well, I take that back. I have seen one or two systems that didn't ruin the experience by solving the puzzle for you.
  11. My goodness! That is a strong and accurate way of.., heh... putting it.
  12. B-b-but adventure games were never dead! Just wanted to chime in and say I freaking LOVED Primordia! The art was fantastic. The story was cliche, but still good and serviceable and had genuinely intriguing moments. It would pleasure me greatly to work with Victor Pflug sometime in the future.
  13. Simplest solution, the 'father'. I guessed at the story once I saw the cereal "Soylent Dreams", after playing all the way through Vella's half.
  14. I think you might be able to know Car'l's name without ever being told as well. I forgot to bracket [spoilerS] before. Hope it isn't a problem. Anyway, startle Car'l, but exit the conversation immediately after. Get the ladder, knife, and give the knife to Car'l. Then use the shoes on the ladder. Vella says, "Car'l was right!"
  15. ...because I'm a weirdo. Hahaha! Okay, so you can't give the peach to the blind guards before you ask to enter the pyramid. Asking to enter prompts them to mention the existence of the Riddle of Yorn. BUT! IF you choose other topics of conversation and choose to end the conversation without hearing the riddle, you can then hand them the peach and say 'It's the answer to your riddle'. This is highly unlikely for a normal player to do. But I am not a normal player. Heh. Most people will obviously ask what the riddle is before trying to exit the dialogue. I specifically did what I could do to avoid hearing the riddle because I like breaking game logic.
  16. I saw the neck-drawn-over-the-head thing as well, as Vella entered the house.
  17. Isn't that part of the charm and nostalgia of adventure games? If convoluted tasks are accompanied by story, humor, and world-building, the tasks become part of the zany logic that makes adventure games charming. In Meriloft, after getting the first set of cloud shoes that were too big, I half expected to get these and they be too small, and cause me to have to use some clever way to gets ones that are 'just right'.
  18. I had the peach reappear for me as well.
  19. This happens because they are simply flipping the image of Brommel's head to have him looking the other way. You will notice that any asymmetrical bit on someones face changes sides between facing left and right. It's not really a bug. It functions as designed.
  20. Of course you'll get then a lot of complaints how difficult it is. You have diverse crowd, and unfortunately need to deal with that. If you'll add a selectable difficulty level of some sort to Act 1 even later, I for one will certainly replay that part. The biggest issue is that experienced adventure gamers, ESPECIALLY those who played the Monkey Island games, actually think differently. Once you play a couple of those games, you understand that the puzzles might be ridiculously convoluted. The puzzles themselves might reflect a play on words rather than the logical use of items. (Using one's head to drive a nail into a board instead of a blunt object, like a hammer. I think this example hits the nail on the head.) It makes you pay attention to every word of dialogue, explore every nuance of what the characters say and compare the concept of each item with the different and often abstract meanings it can have. This style of gaming also TEACHES people to think differently. If you are stuck and you blunt force the puzzle, once the solution is found, usually you immediately understand what the developer was thinking. The "Monkey wrench" puzzle in Monkey Island 2 is a perfect example. It is rewarding in its own way. You have the frustration of the logic of the puzzle, which you didn't get enough to solve the puzzle, but you also get a bit into to mind of the creators, which helps you to solve other puzzles later on. "Using a monkey on the valve? Why wasn't the solution a wrench? Monkey... wrench... *groan* Ahhh! Those tricksy devs! I'll have to think differently." I think the real balance is having enough items to be time consuming to blunt force a puzzle while not making it unfeasible to blunt force puzzles. Then you can teach the player to play your game. The experience has a greater impact because it teaches you to look at things another way, all the time. I also think this is why adventure games are remembered so fondly. Broken Age has wonderful visuals and entertaining dialogue, I don't think it is a game people will abandon in frustration because they want their hand held in gameplay.
  21. Same here. And I fully agree that some little tidbit of dialogue when picking up the knife would have helped. But I also tried using the knife in lots of inappropriate ways, and didn't get the snappy words I would have expected from that character. I tried using the knife on the various yarn friends. Shay says sensible things, sure, but it would have been hilarious if the knife had ridiculously stern things to say as well.
  22. You know, this could probably be fixed super easily by flipping the whole area. If you walked in from the peach puzzle side, an accidental fall would be much less likely to solve a puzzle, and the peach may become more of an obvious point of investigation. I never bothered with the peach until I got the riddle later in the game.
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