K so I was thinking that do you know this guy who says ''I'm working on the lock,in the meantime rescue the captive knights in the area.''Well howaboout you add these gates that need to be solved with a puzzle.Some you need to solve a puzzle,some with solving and finding a key for one.Sometimes even ambushes!Sometimes if you go on a boss map like say roarmulus twins first or second map if you get it wrong maybe you get shocked.Well theres my BIG idea so comment back.
Spiral knights puzzles
People would complain and soil their diapers.
Yes, this game needs more puzzle/intelligence reliance. This is not new. The problem is applying it in the Clockworks when some of the existing "puzzles" are too difficult for some reason.
K here is some more description.Like first when you get into Haven first they should havae this mission to learn about the puzzles.They can have them at the training hall,and go to this map and learn more about them.Like you can just simply just do this like connect the tubes.So you gotta move the tubes in a formation for them to connect.I know that sounds a bit confusing and all but you probably get some of it.
No, I'm waiting for response. Luguiru talks the best about these actually.
Sometimes puzzles just remind me of Golden Sun series. I miss playing those games. :x
I just wrote back more a while back if you didnt notice.
What I meant by puzzles is map based systems, not minigames.
For example, the timed switches lower a gate temporarily but raise again. Or the purple-yellow switches that alternate what gates are active when the switch is a certain color. Puzzles based on things on the map.
New field objects would also be nice.
im talking about new puzzles i gave plenty of description through 2 comments.do u think u could put this into the game as well.
Lugui is not a dev, no matter what you may have heard.
Now we've got that over and done with: I would appreciate more intellect-based challenges in the game, but I would personally prefer if those were part of the map, rather than a minigame-type puzzle. Also, you would need to make it so that failing such a challenge doesn't automatically result in sudden and painful death.
I suppose that a logical implementation would be to have a circuit-type board to connect up in order to activate a gate, where the penalty for failure would be to get inflicted with Shock and the circuit to break, forcing you to move the long way around the map. This seems somewhat pedantic, though, and not something that would be desirable in standard Clockworks levels. Perhaps it could be confined to a certain set of maps, in the same way that Toxilargos can only be found in Briar Bone Barrage?
You also just reminded me of Pipe Dream.
Yeah I was talking about these puzzles in the clockworks.Maybe as well in the firestorm citadel if you get it wrong maybe fire,but some gates dont have to make you lose any damage or any conditions occurring.
i think one example would be when we run into the the random knights in the clockworks that are busy with there monitors. if the devs create an interface we could toggle into and move the incoming roads the knights can take so that we can create our own path. something like connecting roads. like the moving stair way in the harrypotter movie, except we would control it with that interface.
The Recon Knight?
I thought whacking monsters in our way and earn a key would just be fine.
I don't know either I should talk more, but seems like a nice idea to add some puzzles...
However, ye need some examples, mind giving a few more samples?