Showing posts with label puzzle game. Show all posts
Showing posts with label puzzle game. Show all posts

Thursday, April 11, 2024

Design review: Botany Manor as a quiet dark detective game

Botany Manor is a 3 hour first person puzzle game about growing plants while exploring a big beautiful fancy house that smells like British Bake-Off.

The main design inspiration here is obviously Gone Home, with a central family-based ambient narrative, household duck homages, and gradually unlocked doors. Many would also compare this to The Witness' soft visual style and sprawling sunny gardens. 

But when you actually play this, it turns out neither of those are useful comparisons. Gone Home anchors its story focus with voice acting, narration, simpler puzzles, and wry realism. The Witness fully commits to hundreds of puzzles at the scope of an open world game. Neither of these really get at the player experience in Botany Manor.

Instead, I think Botany Manor is most usefully compared to The Case of the Golden Idol / Return of Obra Dinn.

SPOILER WARNING: this post spoils the game's overall design structure / puzzle patterns, and spoils the general story and ending.

Friday, June 12, 2015

Pain Festival


As a palette cleanser from the last four sex games, I've been remaking my favorite of Alan Hazelden's Puzzlescript suite, "Mirror Isles", with my own art and narrative. It's been refreshing to have the design of something already figured out, and for the past two weeks I've just been pumping out art and code.

The game has come together surprisingly quick. I'm not sure if it's commercial or anything yet, I guess me and Alan will have to talk about that at some point, but for now I'm enjoying this as a craft exercise void of any marketing concerns.

Friday, March 15, 2013

simian.interface, and filler puzzles as phenomenology.


simian.interface, by Vested Interest, is a game that never tells you the controls or how to play or what your goals are, but you'll immediately intuit all of those things just by interacting with it. In this sense, it's very toy-like: you're just playing with this thing, tossing it and turning it over in your hands. No instructions, hardly any rules.

Nominally, it's also a "puzzle game", but it really doesn't fit into the popular sense of a puzzle game. There's this concept of "filler puzzles" among puzzle games, where puzzles that don't demand any new skill or understanding from the player are not as valuable as more novel puzzles. You can be assured that in a Stephen Lavelle puzzle game, for example, every single puzzle has been consciously constructed and filtered and curated over the course of dozens of playtests. Same thing in Jelly No Puzzle: there's always a bit of additional new lateral thinking that trips you up.

In this sense, simian.interface is an awful puzzle game because it is made almost entirely of filler puzzles -- you're just doing the same thing over and over, and the shapes change a little bit. Most levels take about 15 seconds to complete.

... Except it's a puzzle game where the formal novelty of the puzzles doesn't matter?