| the_dengle said: I feel like pulling my hair out every time I see this. Which is very often, because it turns out not a lot of people can tell the difference between a puzzle game and an adventure game these days. I guess it's hard to blame them when games media is so insistent that Telltale makes adventure games, as opposed to visual novels that are dry on gameplay even compared to other visual novels. Man, remember the good old days of Zelda 1 when dungeons tested your skill rather than your patience? I don't.
"Push every block until you find the one that moves" is such a great idea for level designs, I think we'll reuse it 16 times. It really makes the game challenging and engaging and not just tedious! Hell, there are probably more. This was just from a quick skim. |
How is it testing your patience? Once you move the first block, you know what to expect. There are a limited amount of blocks in the room and a limited amount of directions to push them. It takes like 30 seconds to figure out which block is the right one to move. 99% of the time the rooms are not empty. The blocks are at the point of the rooms. You usually have cleared a rooma very difficult enemies, and the last thing to do is to move a block.
And just because I am suggesting that puzzles be taken out of Zelda games, doesn't mean that dungeons should just be rooms where you move blocks.






















