• Pillowcastle is a perspective skewing puzzler that’s crying out to be made into Portal 3
    11 replies, posted
[url]http://www.pcgamesn.com/indie/pillowcastle-perspective-skewing-puzzler-s-crying-out-be-made-portal-3[/url]
Haha, that moon one and the very last one were really great [editline]9th January 2014[/editline] Reminds me of that 'Perspective' game, but I think this is more interesting
Here's my beef with the article: Why would this have anything to do with Portal? How could you continue the story in such a fashion that it would make sense? I'd rather just have a new game than a Portal continuation.
[QUOTE=wauterboi;43472373]Here's my beef with the article: Why would this have anything to do with Portal? How could you continue the story in such a fashion that it would make sense? I'd rather just have a new game than a Portal continuation.[/QUOTE] Any clever first-person puzzle game is automatically "the next Portal" now. The fact this has a restart feature kind makes me lose hope for it. The player should never be able to block themselves from solving a puzzle using gameplay mechanics - if so it should be a bug and not a feature. For comparison - since it's so cool to compare to it - in Portal you can never get stuck. If you leave a box behind, you can bring it forwards or get a new one. If you miss a fling, do it again. The only time the player can fail and have to restart a puzzle is if they die, which doesn't really count as the puzzle locking the player out of completion. This is also why QUBE was total poo (and the per-level gimmicks and wonky reliance on terrible physics).
This could become, with good writing involving the main mechanic one of the most compelling game of meta perspective, without sounding too pretentious hopefully.
[QUOTE=ColossalSoft;43472413]Any clever first-person puzzle game is automatically "the next Portal" now. The fact this has a restart feature kind makes me lose hope for it. The player should never be able to block themselves from solving a puzzle using gameplay mechanics - if so it should be a bug and not a feature. For comparison - since it's so cool to compare to it - in Portal you can never get stuck. If you leave a box behind, you can bring it forwards or get a new one. If you miss a fling, do it again. The only time the player can fail and have to restart a puzzle is if they die, which doesn't really count as the puzzle locking the player out of completion. This is also why QUBE was total poo (and the per-level gimmicks and wonky reliance on terrible physics).[/QUOTE] Uh, being able to restart is kind of nice if you screw everything up and you don't want to go through the trouble of fixing everything. I was playing the third chapter of Doom yesterday and I liked the fact that I was able to revert backwards as opposed to trying to finish with 3 health.
[QUOTE=whatthe;43472415]This could become, with good writing involving the main mechanic one of the most compelling game of meta perspective, without sounding too pretentious hopefully.[/QUOTE] With this kind of extreme gameplay mechanic, I think a Stanley Parable style plot and narrative would be neat.
Exactly what I was thinking.
[QUOTE=Novangel;43472476]With this kind of gameplay mechanic, I think a Stanley Parable style plot and narrative would be neat.[/QUOTE] Nah. I'd rather just have it as is, to be honest. Unless there's some way they could be original with their storyline, I'm not really interested. I'm not saying it's impossible, but I just don't want to hear another Portal or Stanely Parable storyline outside of those games ever again.
I'm not necessarily expecting it from these specific developers but I guess I would like to see a similar mechanic inter-weaved into a story. I guess I should just get my act together and start developing video games like I have always said I would :v:
Wait.....what would happen if you put a portal in another portal?
[QUOTE=ColossalSoft;43472413]Any clever first-person puzzle game is automatically "the next Portal" now. The fact this has a restart feature kind makes me lose hope for it. The player should never be able to block themselves from solving a puzzle using gameplay mechanics - if so it should be a bug and not a feature. For comparison - since it's so cool to compare to it - in Portal you can never get stuck. If you leave a box behind, you can bring it forwards or get a new one. If you miss a fling, do it again. The only time the player can fail and have to restart a puzzle is if they die, which doesn't really count as the puzzle locking the player out of completion. This is also why QUBE was total poo (and the per-level gimmicks and wonky reliance on terrible physics).[/QUOTE] I think it's in there for convenience sake - which is totally fine. He could have still completed the level without it, but he was trying to show off the game and watching him undo what he had done to get to that point isn't the makings of a great video.
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