Voxelgram

Voxelgram

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DeadPoolX 2020 年 1 月 30 日 下午 3:56
I need a tutorial for the tutorial...
I've played a lot of Picross-type games before (one of my favorite is Paint It Back) and supposedly this game is meant to be a 3D version of Picross.

Okay, great, but... it makes no sense whatsoever. I'm literally guessing the entire time because the tutorial explains nothing, or at least, doesn't do so in a clear and concise manner.

Can someone please explain this game to me or at least, could the developer change the tutorial to help you in a step-by-step process? Basically, assume the player has NO idea what they're doing.
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Akhlys 2020 年 5 月 22 日 上午 6:31 
Just gonna put this here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2040045039

A guide I made. The rules are only a small part of it, but once you understand them, they're very simple.

Just beware, I'm not a native english speaker and while I think I manage it well enough most of the time, it's still ocassionally awkward
La_Cesser 2020 年 5 月 22 日 下午 12:19 
引用自 Akhlys
Just gonna put this here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2040045039

A guide I made. The rules are only a small part of it, but once you understand them, they're very simple.

Just beware, I'm not a native english speaker and while I think I manage it well enough most of the time, it's still ocassionally awkward

I've read your guide and left a comment thanking you for the effort, but it I have to say it didn't help me a lot. I finally worked it all out by trial and error and deduction in the tutorial levels, and I have already finished the first diorama. Once you figure out that each number applies only to the cubes right below it, you can start playing.
最後修改者:La_Cesser; 2020 年 5 月 22 日 下午 12:20
Akhlys 2020 年 5 月 22 日 下午 2:49 
The number apply to the whole line/column tho, not just the parts below it (in case you have a gap in the middle). I tried to make that clear ^^
Scurra 2020 年 6 月 26 日 下午 4:38 
I'm clearly another one of those dimwits who has done hundreds of 2d versions of these and was completely bewildered by the early steps of the tutorial. The first one was fine (because it was trivial) but for the second I had red boxes everywhere (I presume this means there is something wrong) and yet it seemed to meet the criteria of all the numbers that I was actually given.
And I still have absolutely no idea what "Common voxels are part of the solution" means. Is this the same as "if a voxel does not contain a hint it is part of the solution" which turns up in tutorial 3? If it is, then why not say that in tutorial 2 instead of a different phrase? Or is there a subtle difference?
In the end, for me tutorial 2 felt completely like trial-and-error in the face of an instruction that said "you do not have to guess"!

I will add that once I made it out of there and was able to put #3 in context, the last 3 were plain sailing and I am now starting to get going on the actual puzzles. But as a tutorial, it was genuinely horrific. Indeed, I almost think that if #2 had been omitted completely, I might have understood it much better!

(edit: OK, now I'm playing the actual game, it is genuinely fantastic. I still wouldn't change any of my comments above about the tutorial which was truly awful in every respect. The game itself though? Spectacularly good.)
最後修改者:Scurra; 2020 年 6 月 26 日 下午 5:20
Akhlys 2020 年 6 月 26 日 下午 8:31 
I tried to simplyfiy the rules as much as possible in this: https://steamcommunity.com/sharedfiles/filedetails/?id=2040045039
would this have served you more? (I really dunno because I'm a dev myself, ho so games, and I dunno what most users expext

EDIT: lol I shilled it here before, I'm sorry
最後修改者:Akhlys; 2020 年 6 月 27 日 下午 8:16
Trig 2020 年 6 月 29 日 上午 8:27 
It was the "a number means the tiles are in a row" that threw me. I know that's the rule on picross, but that's never explained here.
DragonIV 2020 年 6 月 29 日 下午 2:25 
引用自 Procedural Level
But it won't be always the case, that it will this simple. Sometimes you will need to try out few solutions. In here you have a number 2 on line of 3. If you check all possible solutions (2 of them) you will notice that middle block is in both, so you can be sure it will be in final model. As for edge ones - you can't tell yet.
https://imgur.com/Th4dFv7

There is something missing above, and isn't explained in the current tutorial where you need it: tutorial puzzle 2.

Somewhere, you need to explain that when there is a number on the face of the cube (and nothing else, those selected blocks will be touching each other. You sort of allude to that above by stating there are only two cases. I looked at it, and there are obviously 3 cases...unless this rule about adjacent cubes is the case...and it is. That may be a jump some folks will make, but not all.
mondsemmel 2020 年 7 月 8 日 上午 2:36 
I got Voxelgram yesterday, and I also got very confused in the tutorial. Maybe I accidentally skipped a tutorial line somewhere, but I also think I didn't immediately understand that a 5 without a superscript, say, means 5 adjacent blocks.
Guregori 2020 年 7 月 19 日 上午 3:02 
I agree, the tutorial is confusing. I started playing in polish, got confused, switched to english, was still confused. And I agree that the biggest problem is: it's not clear, that a number on a side of a block means "that many ADJACENT blocks in that line". I know that's the rule in nonogams, but this is a 3D take, and it was not immediately obvious that the rule still stands. Also for a while I got the wrong idea that a number on a side of the block means "that many below". It's obviously not the case if you pay attention, but that's how i understood it after tutorial 2.
Procedural Level  [開發人員] 2020 年 7 月 19 日 上午 6:37 
Do you think that image with examples "this is correct way, this is wrong" somewhere on screen during tutorial would help with understanding it?
Guregori 2020 年 7 月 21 日 上午 8:14 
Maybe. It's probably the second tutorial (Qbert) that is the most problematic. When I look back at it, I think everything I got wrong, I got from this one. Something about how it's worded.
I also had a random thought: maybe it wouldn't be a bad idea to add one stage between tutorial 1 (the match) and 2 (Qbert)? The first is basicaly one dimensional. The second - three dimensional. You could add something two dimensional in between. That would actually make it like a classic nonogram. That could show people how things are different here from usual nonogram descriptions. You could also introduce gaps here (instead of later).
Caspian Roach 2020 年 9 月 9 日 上午 2:47 
I also just got stuck on puzzle 2 of the tutorial because the tutorial just says that I never have to guess, but it never tells me that the number means 'all marked voxels are connected in a line'. Without that bit of information, it is impossible to complete puzzle #2 without guessing, making the player (me) feel like an idiot.

The connection "this game uses the same rules as 2D nonograms" has never occured to me, and the game never explicitly tells me that, so that's kind of a bummer.

Also I thought the rotating cube in the bottom right listed the amount of voxels I need to mark but without any explanations it took me a while to figure out that it just lists the number of rows in that dimension (for some reason). For being such a prominent part of the UI, it doesn't feel very useful, at least for now.


Just encountered the Gap elements in the tutorial and again I had to figure out on my own that when the Gap number said 2 it meant it had TWO gaps and not a gap of "width-2", which seemed a more reasonable idea at the time.

The game concept is really cool and I'm enjoying the following puzzles right now, but the tutorial didn't explain how to play the game properly.
最後修改者:Caspian Roach; 2020 年 9 月 9 日 上午 3:25
Akhlys 2020 年 9 月 9 日 上午 9:11 
引用自 Caspian Roach
Also I thought the rotating cube in the bottom right listed the amount of voxels I need to mark but without any explanations it took me a while to figure out that it just lists the number of rows in that dimension (for some reason). For being such a prominent part of the UI, it doesn't feel very useful, at least for now.
it will become pretty useful :) On bigger puzzles, you originally always had to count because you only had the numbers at the bottom but didn't always remember which dimension was where after you turned the cube around a bit.
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