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Maybe I don't understand what you mean by 'zen'. If anything I do think it's fun that there's a hidden quadrant, the (mild) threat of forgetting keeps me on my toes.
What's a good way to show it though? It's a tricky problem! I could tilt the camera to the side to make it more isometric, but then suddenly the controls become slightly more awkward maybe (because up is no longer up it's up-and-left) and visibility-behind-walls becomes worse. If there was a simple way to show the states of all sausages, then I'd be fine with that.
If you moved a bit to the left you maybe could see the side with the camera, maybe.
http://imgur.com/9Dr2Tbw
anyway, yeah. camera/visibility issues are, I think often a thorny thing with 3d puzzle games (at least in my experience). puzzles lend themselves to omniscience, which is much easier to get in 2d than 3d.
maybe you'll get used to it eventually, though.
Also I think it's unavoidable for that sausage part to be not visible, given the game's viewing angle.
You'd have to alter the view at least a few degrees, which would make the rest of the grid be a lot less readable.
Edit: too slow. What the dev said :)
Not a full 90 degree turn, and it would snap back upon releasing the button.
The closest I've seen is a curious little "jail" underneath the world sausage at the end of the 4th island, but it seemed to be inconsequential.
I agree with Gerald that that sudden burnt is part of the charm, but it could be nice to have a small camera angle tilt when pressing a certain button/s.
Maybe one button being held switches you from controlling the character to controlling the camera, with just small tilts, not a complete take-over.
However, I also see how part of the charm of the game is having these simple controls without too much fuss. This could be an extra thing that people can use, however, and doesn't need to be fully explored in a 'design sense' to assure familiarity by the players.
I would use it quite often though, if it was available, although I understand that this isn't something that you implement 'just like that'.
Maybe in some future patch though, would be nice.
In the meanwhile my sausage count is still going up, so I wouldn't say that this is detrimental to my experience. If it was something that critical then it would have surely came up sooner in the design / testing process.
that makes it more difficult to tell that the uncooked bit is uncooked
You can tell if the sausages are cooked by looking at the underside facing the camera. I'm currently at 137 sausages and it's never been a problem.
Here's how to tell from the screenshot in the first post: http://i.imgur.com/IhXYebu.png
Edit: Ah, you mean just the north half of the bottom of the sausage. In practice those sausages tend to be fully cooked pretty soon, and so I never forgot the state, since I was actively prodding it around.
Have two versions of the texture, one where cooked edges over uncooked, one where uncooked edges over cooked.
When the sausage flips upside down, switch them, so that the one on top always has a bit less surface to compensate.