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Do the puzzles get any more forgiving?
I just finished Temple Mine. A lot of the puzzles were fun and gave enough of a hint to figure things out, but a not insignificant number were really frustrating for 3 reasons.

1. Even when turning the puzzle speed down, the timing for certain things like bomb shots was incredibly tight to the point where I barely managed some rooms.

2. Some of the rooms were huge, leading to a lot of confusion as I tried to figure out where to start. The final puzzle in Temple Mine was so complicated that I broke down and just looked it up for example.

3. The trajectory for certain shots was so specific that it often wasn't clear why the 2 degree angle difference caused things to work out differently. Part of that was the ice in the mine, but it felt like a bit of a design flaw.

So my question is. do any of these issues improve? I enjoy the story, exploration and combat, but if dungeons are going to be this demanding the whole way I may just drop it.
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Showing 1-8 of 8 comments
1. bomb shots shouldn't be tight with lowest puzzle speed, maybe look for alternative solutions if something seems too hard.

2.(assuming the final one is the large room with the ball changers on top of the blocks) i found that looking backwards helps if that makes any sense.

3. same as #1 but also the developers said that all puzzle shots can be made at 45° angles as for the ice there are a pair of shoes which can somewhat easily be crafted which disable ice physics entirely (exept in the trial caves, which sucks).
DaBa Oct 8 @ 4:20pm 
The most any puzzle room took me was around half an hour, and it was one of the largest and most complex puzzle rooms in the game that required you to plan ahead what you're going to do, and then utilize pretty much every puzzle mechanic introduced by the game to perform both precise shots and movements. And you had to do this multiple times in a row for different sections of the puzzle, without stopping since you were constantly on a timer, for something like 2 minutes. A single mistake and you had to start over. But damn, it was so satisfying to finally pull it off.

So no, I wouldn't say puzzles get any more forgiving, if anything they will remain on that level and keep ramping up to even more complex and demanding ones. I personally didn't find any of them frustrating, if anything the challenge was welcome and puzzles felt very rewarding unlike in some games when "puzzles" are so easy it's an insult to call them that.

I don't think there is any particular "design flaw" with the game that makes any of this harder either. Sounds to me this kind of gameplay simply isn't your forte, especially if you're struggling even with decreased puzzle speed. I don't pride myself as a particularly skilled gamer or anything like that, but I wasn't struggling at all with puzzles at the default speed, aiming took some getting used to but soon it became pretty much second nature.
Last edited by DaBa; Oct 8 @ 4:23pm
Magus Oct 8 @ 6:20pm 
I don't disagree that this style of puzzles isn't my forte. I don't necessarily want the puzzle solutions to be easier, I just feel like I'm often not following the developers' train of thought when it comes to the harder puzzles. That's a risk of any puzzle game, but trying to acclimate to the aiming controls compounds that confusion a bit. I'm curious what control method you use because I'm using an Xbox Elite 2 and the right stick has a tendency to not register small adjustments as well as it should.
DaBa Oct 9 @ 2:13am 
Originally posted by Magus:
I don't disagree that this style of puzzles isn't my forte. I don't necessarily want the puzzle solutions to be easier, I just feel like I'm often not following the developers' train of thought when it comes to the harder puzzles. That's a risk of any puzzle game, but trying to acclimate to the aiming controls compounds that confusion a bit. I'm curious what control method you use because I'm using an Xbox Elite 2 and the right stick has a tendency to not register small adjustments as well as it should.

I played the game on an xbox controller too, but i get what you mean. But I don't remember many puzzles in the game that actually relied on this pixel perfect level of precision you're seemingly describing, so you probably shouldn't have to worry about it. Just know that the puzzles do not get any easier, they get harder. And that there will be some really demanding ones later on, as I described.

Also, let me coax you by saying that whatever you've played of the game so far I'd consider to be the "weak" portion of the game, both from the writing and gameplay perspective... so if you already like what you see? There's a lot more that's even better.
Last edited by DaBa; Oct 9 @ 2:13am
Brett Oct 11 @ 5:58pm 
Having now played the Temple Mine and now a bit beyond that, I can say that the last puzzle isn’t too bad, provided you look at the pieces in play. You know the diagonal pieces reflect the balls and you have to use all of them. The only challenge then Is arranging the arrow pillar things.

What I did have to look up was the generator room at the — hermit place I think. No spoilers, but there was a puzzle mechanic introduced on that one that I didn’t catch on to on my own.
nay
puzzles only get more "complex", not "harder". timing is kinda samey throughout the game but the STEPS to solve a puzzle get funkier the later you are into it.
del_delly Nov 12 @ 12:57am 
Puzzles stop getting harder somewhere in the 2nd temple.
They just get jankier with more and more moving parts, where the timing gets more and more annoying. But they don't get any harder, if anything they get easier because you can always look ahead at the later parts of the chain of events and figure out how you are suppose to get there.

And once you have 3, 4 or even 5 moving parts, you will get to puzzles where the difficulty is completing the correct movement to do the moving parts, where there is a good chance you will have to do retries because you are waiting for the boosted shot reticle or because melee launched a elemental orb slightly off direction.
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