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Very hard puzzle level - Need opinions

Archive: 7 posts


As the title suggests, I'm making a challenging level, which is purely puzzles. What I've seen from people who've tested the level is that either they get it or they don't. It might take someone 20 minutes to figure something out (or give up) and for someone else it only takes them 2.

I have this feeling that I need to try and make the level appeal to a wider audience, but I think that people who don't like puzzle levels will just use the hint system (if implemented) and they may not appreciate the level as much and/or feel that sense of satisfaction from solving something. But I also don't want those who would like to continue the level but can't figure it out to have to just leave and/or those who don't like puzzle levels to leave and rate low (this happened to my previous puzzle level).

So basically I'm asking do you think I should add a hint system or not. Should it be on a timer? Should it be triggered by grabbing something? Or should it just be a combination of the two?

Also, if anyone would like to see the level to try to get a better idea of what I'm talking about, then just let me know. (I'll add pictures to this thread when I get the time to.)

One last question, do you think I should wait until lbp2 and publish it there or should I just publish it now?
2011-01-06 05:44:00

Author:
zynax555
Posts: 170


I figured it out all on my own! :3

But then again, I have a massive IQ and am far geniuser than any other human. I would implement some sort of hint system though, I would hate to see that level get low ratings just because of its difficulty. I would do a grab switch, but only inform the players about it after a certain period of time, and maybe implement a sort of penalty for using the hint system.

/two cents
2011-01-06 05:52:00

Author:
booXely
Posts: 654


As release dates go, hmm. You wouldn't get much time to receive feedback before LBP2 hits stores and when it does, almost everyone will be playing that. If you publish it there, unless you add em, it'll ave all LBP1 stuff, no dcs, sackbots, etc. which is fine, but ppl might want you to implemenet LBP2, sorta tough :S Anyway, I personally thought "Into Castle Depths" was an outstanding level, defintely deserves better ratings but I see where you're at with people who might get frustrated. A hint system would be cool, maybe it does show a hint in whatever way but umm, if you dont take the hint, maybe theres a good bit of score bubbles at the end to be received for each scene where you didnt take the hint, but if you did, you can't get those points, idk2011-01-06 14:20:00

Author:
Dragonvarsity
Posts: 5208


Of course, then people might play through with all the hints, and then replay to get full score.

Sounds like you need to do two things: First, decide on what your audience is. Either you go for a wide audience, and make the puzzles simple enough for most to figure out. Or, probably your better option, you decide it's for a smaller, more puzzle-adept audience.

Then you get to the second step, which is making sure you reach your audience and them alone. Choose a title, description, picture that emphasize that it has difficult puzzles, and try to scare off the non-puzzlers. Perhaps lock it, and give out keys only to people who solve some puzzles in another level. If you do this right, there will be no n00bz to down-rate your level. It might even help drawing in more puzzle fans, because they'll feel challenged.
2011-01-06 15:28:00

Author:
Rogar
Posts: 2284


Yeah, great point Rogar, sorry, I'm not very good with ideas for this :S lol2011-01-06 16:32:00

Author:
Dragonvarsity
Posts: 5208


@Dragonvarsity: No need to apologize, I'm sure any input is welcome. Besides, my first thought was exactly what you suggested. 2011-01-06 19:29:00

Author:
Rogar
Posts: 2284


I figured it out all on my own! :3

But then again, I have a massive IQ and am far geniuser than any other human. I would implement some sort of hint system though, I would hate to see that level get low ratings just because of its difficulty. I would do a grab switch, but only inform the players about it after a certain period of time, and maybe implement a sort of penalty for using the hint system.

/two cents
My thoughts exactly. Would be eaiser to implement a point penalty in LBP2.
Rogar also brings up a good point as well.

Perhaps the "either get it or you don't" puzzle is a bad design? Or the instructions are not clear enough? I would be happy to test it and give you my thoughts.
I think the best puzzles have some sort of trial and error or process of elimination, so players don't have to use hints and still feel smart after solving it.
Like those simple "fit the blocks in the shape" puzzles in Professor Layton.
2011-01-06 20:46:00

Author:
midnight_heist
Posts: 2513


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