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Puzzle Levels

6 replies [Last post]
Thu, 04/12/2012 - 15:46
Thinslayer's picture
Thinslayer

I think most of the levels in Spiral Knights are a bit boring. The puzzles are very easy, and can be easily figured out with just a cursory examination of the area. I would like to see them be more challenging. For a typical gremlin level, for instance, we might see puzzles involving switch timing and switch ordering (e.g. the Scarlet Fortress switch-gate puzzles). For a jelly level, one might see spike timing, where one has to cross a field of spikes and travel across them in the correct order. In construct levels, there might be puzzles where ghost and explosive blocks must be struck in the correct order so as not to vaporize the treasure. Scarlet fortress levels might have mazes or switch-gate puzzles protecting keys.

This might be why I like the Scarlet Fortress and Candlestick Keep levels as much as I do.

In short, I would like to see as much thought challenge as combat challenge. Any second opinions?

Thu, 04/12/2012 - 16:25
#1
Sacrontine's picture
Sacrontine
-

Scarlett fortress has puzzles? Don't remember that...

Anyway, have you done IMF? I think that's the best example of the puzzle/combat hybrid gameplay Spiral Knights needs more of. Of course, both Candlestick Keep and IMF are considered high risk/low reward compared to the more grindy fight-focused levels.

Thu, 04/12/2012 - 17:18
#2
Schattentag's picture
Schattentag
Merp.

Here are my thoughts on this. My general response is still "+1?".

Thu, 04/12/2012 - 18:00
#3
Thinslayer's picture
Thinslayer
@Sacrontine: I have indeed

@Sacrontine: I have indeed done IMF, and I actually had that in mind initially as I typed up this suggestion (though you probably couldn't tell from the post). I'm starting to develop a strong appreciation for IMF runs.

@Schattentag: Wow, I was quite unaware (or forgot) that you and Pokenuevo had posted on the same subject. I apologize for not doing my research there. If I were to add to your suggestions, I would say that most of the levels in the Clockworks need to be puzzle+combat levels. Having only one puzzle level here and there would be disappointing for me, personally.

Fri, 04/13/2012 - 10:12
#4
Kentard's picture
Kentard
+1 to this.

Simply because I would like some form of intellectual stimulation.
Good way to break off from the monotony of hack-and-slash gameplay.

I do, however, want to reiterate some of the concerns, and provide some of my responses to them:

1. The puzzles must be hard enough to stimulate the brain, yet easy enough so that not too many people complain.
Oh hey, it rhymes.

Anyway, I digress. This is always the problem with implementing puzzles into the game; there is a lot of potential for gameplay elements being used in conjunction with others to create mind-boggling traps, say, spikes and the switchable walls from IMF.

Nevertheless, without beta testing it would be rather tricky to determine whether the puzzles are 'too easy' or 'too hard', and this might take awhile.

2. If someone does figure out the puzzle, and share the solution with others, the level just provides free cost at no difficulty whatsoever.
Simple enough; randomize the puzzles each time you enter the level. If possible randomize the patterns too (sometimes the spike movements in typical Clockwork levels can be too predictable).

3. Do new elements need to be introduced into the game?
This depends on whether we can make sufficiently difficult puzzles with the current elements - switches, timed switches, spikes, status traps etc.
Perhaps there might be room for new elements - e.g. 3 way switches or one-way doors being used in puzzles, but preferably nothing over the top.

Anyway, I did have my idea for something along these lines, but it's not posted yet because I'm still refining it.
If I do overcome my writer's block and procrastination in general, I might share some of my ideas - mind you they might be a bit cheesy.

Fri, 04/13/2012 - 10:37
#5
Juances's picture
Juances
~

Simply make puzzles optional. The main path to the elevator should be clear for everyone that doesnt feel like using their brain.
The puzzles would only lead to a treasure room with a couple of boxes and coins.

That way you will avoid(most) complains about not being able to finish a mision because the puzzle is too hard.

Sat, 04/14/2012 - 00:50
#6
Spectrumized's picture
Spectrumized
+1

Yes, extremely. Puzzles and things that require more than just simple dodging abilities and a Divine Avenger would be a nice addition to the game in my opinion. Current elements like spikes, status traps, and switches could be incorporated to give these puzzles some challenges, but I think new additions would make it even better.

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