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I often don't enjoy ice puzzles or multiple player puzzles, but this worked well and didn't overstay its welcome!I'd agree that the 4 player levels aren't great - they're more about trial and error than thinking anything through (the final level is the exception here).
On 24 January 2018 at 07:10, Chris Pickel <sfi...@twotaled.com> wrote:
I think it works pretty well and the difficulty progression is good. I felt a little lost in the levels with 4+ painters but the ones with 2 worked fine.Puzzle blindness is definitely a problem for everyone and I don’t know any better way than playtesters to deal with it.
On Tue, Jan 23, 2018 at 6:41 PM Travis Antosh <travis...@gmail.com> wrote:
Howdy y'all! I've known about PS for a while but just in the last week I've finally started playing around with it. Last night I published my first PS game, Paint the Town Red:--
Here!
It's on the easy side and sort of just prototypes some directions you could go with the core mechanics. I'm fairly new to making puzzle games in general and I think one of the issues for me is puzzle blindness; after a certain point I can no longer tell what the difficulty of a given puzzle or its inherent logic might feel like to others. I know that playtesters are a simple solution for this and a great way to get feedback but I'm curious what other ways y'all might tackle this in addition to that? General theory/specific examples both welcome. Enjoy PtTR!
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Is there a rule that you're not allowed to stop next to a cop? I saw that you lost if you hit a cop, but I seemed to also lose if a player stopped adjacent to a cop, even though they moved in a different direction.