Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've played the normal game and reached the end, collected all the eggs, and found 8 bunnies on my own. Then I stopped playing the game because I felt like it was not worth my time anymore. I would probably have figured out more stuff if I kept playing, but what was one finding every half an hour, would now star becoming one every 8 hours, and it would keep growing and maybe I would get stuck at one point. Obviously I would have never figured out the mural puzzle on my own. The game made me fiddle with that thing a stare at the mural and my piece for probably more than an hour, completely wasting my time.
Don't get me wrong, I think the normal game and the eggs are worth playing, but the bunnies and beyond, not so sure
You've said something about external knowledge. I also don't like puzzle games that require you to have external knowledge. Even very basic external knowledge. People have gaps in their basic knowledge. No human will ever know all the basic knowledge there is to know, and thus, they will get stuck and never solve the puzzle that requires it.
Personally i hate the idea of a mural puzzle. it is designed to not figure it on your own because each player gets a different square that is a small part of the whole picture, so you are forced into looking it up online
This is pretty much where I was when I gave up, too. That said, I don't think that's a bad thing. There's a clear intention that the game gets more and more convoluted and less solvable on your own as you go deeper. Reaching the credits is straightforward. Getting all of the eggs is much trickier and demands that you scour every inch of the game. Getting all of the bunnies is a community effort. Getting the final secrets afterwards isn't really intended to be possible at all.
And I love all of this. I love that anyone can push as far as they want into it as they can, and then stop where they want to. Would you be happier if everything after the second ending didn't exist? Because then everything would be solvable within the game, no problem, but the game would undeniably be lesser for it.
I think I would be happier if the game was explicit about what you're able to figure out by yourself. It wouldn't need to do it in writing. I'm sure you could design some clever ways to convey that to the player without leaving any doubt
Just look at the direction that they pop out of, no music ear required.
also all yall complain too much
I think the Layer 4 puzzles -- the so-called Wingdings Ending -- really aren't meant to be found by people individually, but I think the bunnies *are*, except when they aren't. One of the bunnies (that I'd kind of forgotten about) requires you to go to a specific room, turn on the UV wand, look at the triangles on the wall, and realize that this is a flute melody. Excuse me, but... why would this be difficult to figure out? If you're thorough enough about searching with the UV light, you'll see this and get an easy bunny out of it. A slightly harder but still quite figure-out-able puzzle is the duck bunny; you can easily put together the clues to realize what the melody is (because at the end of the game you see a room with the key and it's pretty obvious) and that it has something to do with a bunny, but then you have to go figure out where you play the melody, and when you stare at the image and realize that it's also a duck, you remember where there was a duck -- it's a pretty obvious and non-hidden animal, being, what is it, one screen right from the main room? So a bunch of the bunnies are findable, with interesting puzzles to puzzle out.
And then you have a few bunnies that you have very little hope of solving without a specific clue. Everything points to the fact that looking things up is essentially cheating, so you don't want to go on the internet and get the answers. And you CAN'T solve the puzzle without looking the answer up on the internet. I think this is the problem here. There's no community of people working together to solve the bunnies. There are just guides that will give you the answer, or if you're lucky, they'll give you hints so you can solve the rest of the puzzle yourself. In doing this, you lose the joy of solving them yourself.
> Would you be happier if everything after the second ending didn't exist?
No, I love the bunnies, and I appreciate the fact that there's a fourth ending after the third. I just think that the bunnies should have better hints and should be findable without a guide. I think the intention was for the bunnies to be a community effort, but community efforts are only interesting for the first handful of people that engage in them; once the discovery is done, it's no longer a community effort; it's just looking it up in a guide. That's why what I actually think would be nice here are hints that make finding the bunnies more fair and not need to be looked up.
And how could the internet bunny be fixed? Actually, I think this is simple: every time you go into the room downstairs, or maybe every time you die or reload the game or save or something, a random puzzle piece gets displayed. How could the spike bunny be fixed? Same as the animals in Super Metroid: teach the player how to get on the frisbee while throwing it by having an animal, well, do the same thing. How could the bar code bunny be fixed? Make the stupid bar code actually work with my phone bar code scanner, and also make the grass a few pixels longer to make it more clear. How could the floor is lava bunny be fixed? Same as the spike bunny: tutorialize the mechanic somehow in a similar situation. Actually, this wouldn't be too hard to do. Set up the same scenario, with two opposite-phase block walls, have no remote toggle, have a switch that needs to be flipped while on a bubble going down to the water (like the one on the left side of the map), and basically force the player to jump in the water to respawn at the now-open block wall to get a chest. Then, when you see the same situation in the dog area, you know what you basically have to do and it's up to you to figure out how (which was a very fun challenge, by the way). The vine bunny puzzle can be fixed by simply knowing which room to look at, or by having one of the arrows easily visible. Then you know there's something there, and the challenge is figuring out what mechanic you can use to see beyond the vines. The dream bunny could be fixed by having the dreaming happen much sooner and stay on screen for longer. There's no indication that getting up will not make the bunny immediately disappear, so this should be figure-out-able. The bud bunny could be fixed by letting you close and reopen the bud. The ghost face bunny could fixed by having the face rotate more slowly (I had to take a slow-mo video on my phone). I'm not sure about the origami bunny. Maybe using the computer should be possible on PC and there should be a beep and a speech bubble from the computer saying "Printer not found". The Switch version maybe could put a picture of the sheets into the screenshots folder without telling the user or something.
Anyway. I'm saying this because I think the bunnies could be made to actually be fair but still quite challenging puzzles, and the bunny meta, the BDTP, is a fantastic puzzle that players shouldn't miss out on. Because that's the other thing. The game tells you through that puzzle, clearly, that you need to get all 16 bunnies, which you basically can't without a guide. I think that's unfair, but it's very close to being absolutely awesome. Like, the 16 bunnies are clearly parts of a whole, so if you haven't gotten them all, you haven't finished this part of the game. This is unlike Layer 4, which is crazy and secretive and only for the truly insane. Layer 3 should be very hard but doable without a guide, much like, I guess, all of the secret stuff in Tunic that the manual gives explicit hints for. Layer 4 is best kept hidden DEEP under the ocean.
The only thing they all share really is playing notes on the flute. (And this also gets broken on one of the very last puzzles, where instead of notes, they are directions to move in, which can be very frustrating).
Something that I think FEZ, Tunic, and ESA for example do really well is to make you progressively understand better how the secret system works, and then applying those same rules consistently (keyword) in different scenarios (also some better designed signposting, but that's a bit more dubjective), only deviating from that for the reaaaaally extra stuff.
Not to mention in Animal Well many of the puzzles aren't even hard, it's more of a question of even seeing something there.
1 - normal game for normal user
2 - Eggs for hardcore gamers (us)
3 - bunnies for reddit mad gamers hehe
4 - codes for weirds ITs like author.
Well, I enjoyed it and You can give him the goty for the first two layers. It's hilarious, full of mystery, it pushes you like Celeste. But I watched a couple of bunnies and it was too much for me so I decided to watch it on YouTube and I'm definitely glad I didn't go there. Ok, I made them today and it took a while, but I didn't go through the hoops of discovering for myself every totem, every mystery, every song, it's just too much for me. The fourth layer is great but I'm not the objective type of person who would enjoy it. I think this doesn't make the game any less great, but it does leave us with a bad taste in our mouths of thinking that they left us out a bit.
You have to get to 32 eggs to unlock the top, and you need the top to get to the mural picture. You also need the remote to get to the toppable soil. So you'd have to speedrun 32 eggs and the remote at least 50 times, except you wouldn't be guaranteed to get one of each part of the mural - you might get duplicates.
You'd generally need to do a few hundred rolls to have decent odds of seeing all of them - it's a % chance that you see them all at X number of runs. At 214 runs you'd have 50/50 odds of having them all. To get to 99% odds you need 420 runs (ayy). But if you're particularly unlucky it'd take many more - it could go over a thousand, it's just very unlikely.
i stopped at that line of your post.
i alreay know you looked at guides playing Lamulana