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Add stealth/sequence puzzle combo level #1380
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I am making another instance of the music/sequence puzzle that needs different hints. For now, a blank version of the sign will do. This is exported from the same aseprite file, just with all four hint layers hidden.
This combines two existing mechanics to form a new flavour of puzzle. Like in the music puzzle, you have to tap some rocks in a series of sequences to ignite 3 fires and reveal a collectible thread; but you have to do so while avoiding detection by two Storyvores, like in the stealth level. I added a new placeholder quest that just contains this level. I think we could place other levels without a home in here, such as implementations of some of the nice ink combat designs that were submitted. Pleasingly, no code changes were needed: the two mechanics work quite well together. I think this combination works around one common complaint about the music "puzzle": that there is no puzzle, because you just interact with each altar and then copy the sequence displayed. Here the skill is in dodging the guards as you do so. Much more fun. There are some papercuts though: - When you interact with a sign to see a demo of the sequence, you can't move until the demo is complete; but the guards keep moving and can catch you. - I think it would be possible to run across the bridge towards the collectible with a guard chasing you, and have the guard defeat you while the collectible animation is playing. We made the bridge pretty long to try to avoid this! - The layout means that when you are standing by the third altar, you can't see all 4 rocks. I worked around this by setting the sequence on each altar to only use the rocks you can see. Resolves #1363 Co-authored-by: Justin Bourque <justin@endlessaccess.org>
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| [node name="StealthSequenceCombo" type="Node2D"] | ||
| y_sort_enabled = true | ||
| metadata/patchwork_id = "e0d6d619601849f5be54868c6b970eb3" |
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These IDs come from the Patchwork plugin, where we initially prototyped this level.
I am deliberately leaving them here because I want to see if there are any ill-effects of doing so.
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Play this branch at https://endlessm.github.io/threadbare/branches/endlessm/stealth-sequence-combo. (This launches the game from the start, not directly at the change(s) in this pull request.) |
| title = "Placeholder" | ||
| description = "A quest to hold scenes that don't yet have a permanent home." |
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👍
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This is perfect! I was defeated several times but each time I was learning a bit more, I started remembering the sequence and the paths of the guards. Going to the last rock and then finding the thread was a joy. So satisfying! |

This combines two existing mechanics to form a new flavour of puzzle. Like in
the music puzzle, you have to tap some rocks in a series of sequences to ignite
3 fires and reveal a collectible thread; but you have to do so while avoiding
detection by two Storyvores, like in the stealth level.
I added a new placeholder quest that just contains this level. I think we could
place other levels without a home in here, such as implementations of some of
the nice ink combat designs that were submitted.
Pleasingly, no code changes were needed: the two mechanics work quite well
together. I think this combination works around one common complaint about the
music "puzzle": that there is no puzzle, because you just interact with each
altar and then copy the sequence displayed. Here the skill is in dodging the
guards as you do so. Much more fun.
There are some papercuts though:
When you interact with a sign to see a demo of the sequence, you can't move
until the demo is complete; but the guards keep moving and can catch you.
I think it would be possible to run across the bridge towards the collectible
with a guard chasing you, and have the guard defeat you while the collectible
animation is playing. We made the bridge pretty long to try to avoid this!
The layout means that when you are standing by the third altar, you can't see
all 4 rocks. I worked around this by setting the sequence on each altar to
only use the rocks you can see.
Resolves #1363