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shirow miwa: kimi no shiranai monogatari


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shirow miwa: kimi no shiranai monogatari
HELLO F-LIST.  I realize I am terrible at this "make time to actually write things" thing, but I assure you, I still lurk your posts and occasionally pop up to comment.  (To which you wonder, "Who's this chick?  Was she on my flist?" And to which I reply, "singing_robots friending meme."  Just in case.)  But, I actually have a question to ask.


Specifically I'm asking about what difficulty you like your puzzle games to be and at what point do you get frustrated and stop playing/look up a guide. 

I'm currently in the process of creating a puzzle game, but I'm REALLY REALLY worried about it's difficulty level.  (Considering it's really hard for me to make the levels solvable as it is, I highly doubt it will be much easier for players to find the correct answer.)  

To narrate the problem's I'm facing, I'm going to use a puzzle game that is rather similar to what I have in mind: Braid.  If you haven't played Braid and you love puzzle platformers, GO PLAY IT NOW.  The innovation and thought put into each level astounds me and is part of the inspiration of the game I'm creating. (Why am I being so vague about the game I'm making?  Because my idea is anything but fully fleshed out and I'd rather not throw it out there without it having some more substance.  And, you know, it sounds really dumb on paper.  I assure you, I tried.)  ANYWAY, Braid is basically a puzzle platformer that centers around the ability to go back in time.  Most of the puzzles are relatively intuitive with just the right amount of challenge, but other times, you just want to headbutt a wall.  However, Braid gives you the option of just not solving that puzzle right then, you can keep going, do some other puzzles and come back to it later when you're a little less I'MMA KILL THIS GAME.  Other games that are like this are Odin Sphere (though not a puzzle game, if you're not up to fighting that 5 star stage, you can usually go around it/avoid it.), and some parts of the Mario series.

In contrast to this, we have linear puzzle games such as the Professor Layton series and 999: 9 Hours, 9 Persons, 9 Doors.  These games don't allow you to skip a puzzle and come back later, you have to finish the puzzle before the game will proceed.  (P.S. PLAY BOTH OF THESE.  They are both amazing games.)  Generally, these games are more plot-based, and your motivation for solving the puzzle is to see what happens next.  (Okay, Layton plot isn't always the best, but the charm of the games is enough to make me want to keep playing.  999 though, THAT PLOT. ♥)  Braid on the other hand, while having a plot, is not why I keep playing, I just want to see what next devilishly well-thought out puzzle they have for me.  (YEAH I OBSESS OVER PUZZLES GAMES.  <<;)  

Actually, I realized a better example for that last category is Portal, (also amazing, but I assume most people have played it...), but I kind of just wanted to pimp Layton and 999.  I REGRET NOTHING.

The game I want to make has the linearity of the second set of games, minus the amazing plot (me making amazing plot? pshaw), but with Braid-style puzzles.  My question is, would this make you want to throw things?  Would not being able to skip the puzzle frustrate you enough to make you stop playing?  And do you find challenging puzzles fun?  How about devilishly challenging puzzles?  Puzzles with only one answer? 

Or, TLDR: It'd really help me out if you'd answer these questions:
  1. Do you like puzzle games?
  2. Is plot important to you in a mainly puzzle game?  What if it's a very subtle plot?
  3. When do you give up on a puzzle game?
  4. Does not being able to skip a puzzle frustrate you?
  5. Do you find challenging puzzles fun?  Devilishly challenging puzzles?
  6. Do you prefer you puzzle games to have only one answer or multiple answers.  (Really only applicable to platforming puzzle games)
And uh... hi, how are you f-list?

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Well, it doesn't have to be too story-like-- something like Portal honestly kept me motivated to play too, whether it be the snarky dialogue or simply wondering "is there really cake?" Braid's plot was mostly awesome for the crazy abstract plot it had, but not many games did that in the first place.

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