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Anyways, I'll try to create some kind of a guide to solve this without pain for you, tomorrow morning. Maybe a floorplan with numbered "safe trapdoors" in every step. That should help :)
Have a nice rest of the weekend! ;)
Alright, so I guess I'll have to admit I completely forgot Stop Time even existed. I hadn't used it since the snippet at the beginning mentioning it exists!
I'll have to give it a shot. Thanks for the response, and apologies if I seemed a bit...hot.
No worries! :) I finished Divinity: Original Sin yesterday and its loooooooooooong and chore enging left me hot too, so I know how it is if a game you like has something that annoys you ;).
Keep us posted about your attempt with stop-time. If it doesn't work - I'll make you a step by step instructional to you can advance in the game :).
Cheers!
I enjoyed the countless new ways the game comes up with to try to kill you.
It was satisfying to get through 3 blinks without dying the first time I encountered it.
It's not a puzzle. It's a slap to the face. Some people are into that, good for them, they can explain the bruises to their bosses tomorrow. Compare this with a similar Grimrock puzzle, with the intermittent spike trap floor. Multiple safe points with enough time to see them and all set up in a line so you don't get screwed because the last space spot made you turn the wrong way.
I really like Vaporum, the game itself is a refreshing concept, some of my playing difficulties have nothing to do with the game itself, which can't be helped, but this is objectively the worst puzzle I've seen so far. The 2x2 "door button hidden on the back of the other door" death pit was bad enough, but someone in the dev team is a vindictive sociopath who needs therapy and medication. Or at least, a gentle reminder that computers don't have coin slots either.
The most easy way to prevent the load scumming would be an electric noise coming from the general direction where the next light will appear.
It could louder and louder over a few seconds until the light appears, so that the player has enough time to rotate themself in the right direction.
that should help the player
Also, thanks guys but this thread is over a year old. I get the idea.
Have you utlized the "stop-time" mode in the game? It can be very helpful in making this puzzle more readable.
I think the boss in LD is much better designed and balanced than the one in Vaporum. :)
1. stop-time
2. camera pan (using middle-button drag)
3. save/load
With time stopped, use middle-drag to look around without turning.
Restrict yourself to pan about 80° left and right.
This gives you about 210° FOV (field of view), sufficient to see most of the room.
Avoid panning a full 90° left, because that becomes a rotate-left order, and time ticks once.
Using this, you can solve the room in 1 pass, with no missed lights and no falls.
I reloaded 1 time, and didn't save again in this room.
To fully exploit #3, you could arrive under each light, and save.
Then if you're facing the wrong 3 directions to see the next light, reload and turn around.
THE WORST puzzle in that game is 'balance the weights' - which requires NO balancing at all, just random weights on pressure plates.
There's
FUN
Challenging and
Frustrating.
This game is frustrating.
Back in the 80s, when I was in my 20s, this would've been “Fun” or “Challenging”, but in my 60s, this is just frustrating.