spemanig said:
Like I said. Sprawling dungeons where you're solving one macro puzzle throughout work if they are separate from the main dungeons. Have those be separate, though. There's not many puzzles in Zelda where you get them wrong. You just don't get them correct yet. Also all of those things aren't causing intimidation through puzzle solving. The puzzles are just acting as a tedious key to open a door. You take your time solving a puzzle, you get it wrong, and then your intimidated by enemies or a trap. You are intimidated by two mini bosses, and then calm down to solve a puzzle. |
Yes, items could be used to create short cuts - that's a pretty good use of them; reward the player for finding them by giving them the option of short cuts and things. The item-specific area would contain rupees or heart containers, as a reward for finding the area and stuff like that.
What I'm suggesting is that you NEED to take your time solving the puzzles; or else enemies or traps will be let loose. Get he puzzle wrong might open the WRONG door, letting enemies at ya. Imagine having only two hearts left, and you have to solve this puzzle, but if you get it wrong two darknuts will appear. Now, THAT'S a pretty intimidating situaition.
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Furthermore, I think VGChartz should add a "Like"-button.







