- Joined
- Mar 13, 2012
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@Bird Eater: If that's all evented, well done! I will warn you that it looks a bit to complicated for the sort of puzzle I like seeing in RPGs. Big puzzles are cool, but they have a tendency to bring a game's forward momentum to a halt. Anyone who's played FFXIII-2 can tell you all about the horrors of the clock stopping puzzle. If this is an early game puzzle, I'd quit, even with instructions written down somewhere.
If you're still working on it, though, a few things:
- Make the spacing between numbers bigger. If you left 1 tile blank in between each number, the player would have a much clearer idea of what's going on, and more working area to push the mirrors. Also, the horizontal numbers are kind of blending together on the bottom. Maybe give them a base, like a tablet or something.
- Make it smaller. The first time a player sees a puzzle like this, it should be a 2x2 grid, to warm players up to the idea. If you've done that already, that footage should go at the start of your trailer as you build up to the larger stuff.
But if we're going to talk about clutter:
I had a really slow weekend.
If you're still working on it, though, a few things:
- Make the spacing between numbers bigger. If you left 1 tile blank in between each number, the player would have a much clearer idea of what's going on, and more working area to push the mirrors. Also, the horizontal numbers are kind of blending together on the bottom. Maybe give them a base, like a tablet or something.
- Make it smaller. The first time a player sees a puzzle like this, it should be a 2x2 grid, to warm players up to the idea. If you've done that already, that footage should go at the start of your trailer as you build up to the larger stuff.
But if we're going to talk about clutter:
I had a really slow weekend.



