1/30/2024 0 Comments Mushroom picker puzzle samorost 3![]() But the real magic happens when you meet the game’s animals, flora and strange bearded denizens, who are the most astonishingly wonderfully animated creatures. They're textured and detailed in a way that makes them less awkwardly different from the world. However, this time out the main character, his dog, and a few other peculiar creatures, are more carefully designed. It is without question one of the most beautiful games I’ve ever seen, maintaining that collage look of machinery and nature, photography (I think) and wonderfully rendered artwork, with cartoon characters within. ![]() By Samorost 2, things lasted closer to half an hour, and the art, animation and music had improved by considerable degrees (although the closing puzzle was a disaster). Samorost 1 is a ten minute web game that introduced the main character, a little chap in a white onesy and dangly bobble hat – apparently only ever known as “Gnome” - who lives on a small organic/metallic island floating in space. But it’s also the hardest game they’ve made so far, and I’m not sure that’s always for the best. Phenomenally beautiful, exquisitely animated, and constantly delightful and joyous, this is a lovely thing. Samorost is where it all began for Amanita Design, and this return to the series, following their huge raise in reputation and awareness with Machinarium and Botanicula, is a stunning labour of love. How does the adventure/puzzle game hold up at this scale? Here's wot I think: Samorost 3 is a full-length, full-screen adventure that requires no prior knowledge. Don't worry if you've never heard of the first two - they were both tiny Flash games. Have we achieved what we expected? That will need more tests to tell.From the team most famous for Machinarium, Aminita Design, comes the third game in the Samorost series. We wish they will appear to be some familiar elements to puzzle game lovers but will still have LUNA’s own twist, as we tried to blend them more into the environment and story. ![]() These include: a music puzzle, a cooking challenge and two maze designs. So after all these adjustments, we picked back some ideas we previously threw away and looked for a good place for them again in LUNA. Otherwise it may be an unlimited puzzle design people could look up to all the time! However, we find it’s a shame that such a brilliantly designed puzzle had almost nothing to do with the storyline whatsoever! It was so isolated from the whole thing that it left us a bit disappointed. It was no doubt many people’s favorite puzzle in the game, it was very neatly designed, easy to understand, yet quite challenging (it's not a short progress) but you never felt a dull moment because even by making the wrong choice, you still get to see some super fun animation showing random results. We realized that it's really down to how one puzzle design plays along with your game's atmosphere and storyline. The logic tricks could be so clever but if that has nothing to do with the development of the story, it could be dull or leave people confused.Īs some of you might remember one of the very interesting puzzles from Samorost 3, the one that you need to arrange the cards in the little box to complete a story. It also reminded us to re-play some of our favorite games and pick up which one element that touches us the most from it. So we relooked some of the ideas we once put aside just because we thought they were not original enough, re-valued the design and took out the core goodness of it, analyzed why people enjoy these type of puzzles over and over, and why some continue to give us a fresh feeling but some failed. It worked for a couple of levels and did give people a wow factor, but then during the further game tests we realized this could develop into a new issue: once players figure out the logic behind, it becomes very fun and challenging to play, but if the logic is too exclusive, has no continuity with the previous level, or is simply by its own and totally isolated from the story, in another word, just trying to be clever, then most of the players will find it less enjoyable and don't feel the sense of achievement we hoped for. In the early developing days, we were deliberately trying to avoid the puzzle routines which can be found in most puzzle games in order to achieve a higher overall level of uniqueness. ![]() When we're frustrated and feel some design is heading towards a dead end, our friends and family always comfort us by saying: one door closes but a window will open, don't give up! But during Halloween we might say: if this happens, your house is probably haunted!ĭuring our game play development, there has been an issue we always seem to be struggling with: When does a puzzle routine become Classic or Cliché? Now, here are some dev thought + design challenges we’d like to share with you.
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