Darkwood

Darkwood

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Matt Aug 2, 2014 @ 7:56am
Puzzle Solving [SPOILERS]
Let's be honest here guys, this game is hard, hard as nails.
But for a kinda survival horror game, this game needs to have more puzzles, just little things, not "go fetch me 6 different objects to make my ship" no I believe it needs small puzzles that can add a challange besides runrunrunrunrun.

Its a small idea, and probably a bad one, but what about the priest in the church? When he gives you the code to the basement, make his code be the wrong way around (backwards) because he's clearly nuts, make him say 8876 for example when the code is 6788.

If you guys have any ideas, should post em :)
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Showing 1-8 of 8 comments
Vladerik Aug 2, 2014 @ 11:20am 
I'd say nay to this one. While I can definitely appreciate good puzzles in games, it may hinder the atmosphere in this particular case. Darkwood is about exploraion and survival. The moment you introduce puzzles and riddles, forcing people to spend time on solving them, the mood is gone. Especially when a player doesn't immediately know what to do with them, thus backtracking and getting more or less annoyed. Just saying.
Lima_Echo Aug 2, 2014 @ 11:43am 
I like the idea of the puzzles but also understand Vladerik.
Puzzles under pressure are not fun... and as you say, you have to runrunrun. If they are like the garage in piotyek (dont know how its actually written) where you can safe yourself from damage by tossing some fire, i would like to have more of them.
Matt Aug 2, 2014 @ 5:15pm 
I do understand Vladerik point and yours Lima_Echo, but im not refering to puzzles like complex riddles and pushing objects. I mean little logical obstacles, such as, you cant get past a creature: it kills you as soon as you get too close, and you cant fight it as it's too powerful, its covered in a black mist. To get past it you need to throw a flare or run at it with a torch. Etc
Vitowns Aug 2, 2014 @ 7:03pm 
I hate puzzles
itsmes3 Aug 2, 2014 @ 8:03pm 
I like riddles if we dont need to solve them on the spot, such as a riddle given to you by a stranger, and the point of the riddle is to help you find a armory or something, that cant be found with normal exploration. Like a door locked with a code that gives you access to a weapons stash hidden in a ordinary spot.
Would also help get you through the night.
Last edited by itsmes3; Aug 2, 2014 @ 8:04pm
Matt Aug 2, 2014 @ 9:12pm 
I agree with itsmes3

Like make riddles non compulsory, so if you dont want to do them you dont have to, but doing them will allow you to find greater loot and deeper parts of a side story.
Oktober Aug 3, 2014 @ 3:47am 
We don't know what the devs will do later on in terms of puzzles (remember, this is the first chapter), but the closest thing to what Cthulhu wants is revisiting the Doctor's house and trying to figure out the safe code based on the numbers marked on the floor. That was an interesting puzzle, but not fully executed in the best way yet; some players just won't manage to notice them and will get stuck.
But still, we'll see how things get from here on.
Matt Aug 3, 2014 @ 3:49am 
Originally posted by Oktober:
We don't know what the devs will do later on in terms of puzzles (remember, this is the first chapter), but the closest thing to what Cthulhu wants is revisiting the Doctor's house and trying to figure out the safe code based on the numbers marked on the floor. That was an interesting puzzle, but not fully executed in the best way yet; some players just won't manage to notice them and will get stuck.
But still, we'll see how things get from here on.

Totally agree ^
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Date Posted: Aug 2, 2014 @ 7:56am
Posts: 8