This shows you the differences between two versions of the page.
games:lazy_wizard_s_guide [2022/11/20 03:21] – created brad | games:lazy_wizard_s_guide [2022/11/20 03:29] (current) – brad | ||
---|---|---|---|
Line 14: | Line 14: | ||
Another thing that’s quite well designed is that the game feels complete, but I can also see hooks where the author could keep expanding it. There are a few places where an NPC just gives you what you need, where a LeChuck’s Revenge-style hard mode would instead indirect to yet another quest. I really thought the paintings would lead to a more complex puzzle too, making us do some clever one-way hopping between locations as other routes became inaccessible. I’d also have loved some more NPC reactions to casting spells in their presence - if nothing else, it feels like exploding bubbles should have gotten a bigger reaction a few times. But this just illustrates how the game got my imagination working. What’s here is a great friendly puzzlefest. I’m just saying I’d probably play it over again if there happened to be a post-comp release with a challenge mode : | Another thing that’s quite well designed is that the game feels complete, but I can also see hooks where the author could keep expanding it. There are a few places where an NPC just gives you what you need, where a LeChuck’s Revenge-style hard mode would instead indirect to yet another quest. I really thought the paintings would lead to a more complex puzzle too, making us do some clever one-way hopping between locations as other routes became inaccessible. I’d also have loved some more NPC reactions to casting spells in their presence - if nothing else, it feels like exploding bubbles should have gotten a bigger reaction a few times. But this just illustrates how the game got my imagination working. What’s here is a great friendly puzzlefest. I’m just saying I’d probably play it over again if there happened to be a post-comp release with a challenge mode : | ||
- | {{tag>" | + | {{tag>" |