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Progress Report

Still going strong (somewhat)

Hey guys! Just wanted to throw up a quick blog with a progress report.

While LetsFilmSomething is busy managing life and creating the game's new custom tile-set, I've been drawing out the rest of the maps for the lab. I've also been thinking about the story and which way I want to take it, and it's led me to some surprising progress.

So, progress is slow but some is being made. Perhaps we'll throw up some more screenshots in the near future, and maybe even a short teaser video.

Game Design

Character Design - What do you think?

Hey guys, LFS here. I've been working on two of the main characters
for the game and would like to hear your input on the look of them.
Attempting a more simple look, compared to the typical vx sprites.
Let me know if you think I'm going in the right direction.

Miscellaneous

Concept Art in the works

Hey everyone, I thought I would post a little something.
I am currently working on the concept art for Puzzlesmith.
Here we have the first drawing of Dr. Marvin "Marble" Madness.


Look for more art to come!
-LetsFilmSomething

Game Design

How the game is played (basically)

Puzzlesmith can become somewhat complicated and confusing. To help with this, we have decided to explain a little more about each feature that is currently in the game and what each feature does.

Although the main feature of Puzzlesmith is solving puzzles, there is also going to be a well-written and deep story. Many of the secrets and "wow-moments" will be near the end of the game but we do plan to add plenty of cut-scenes at the beginning of every room to sort of carry on the story. Additionally, there will be a lot of character-bonding moments and moments of the players making certain decisions that will impact the end of the game.

The puzzle design follows a simple rule: player 1 interacts with the red switches and buttons, while player 2 interacts with the green switches and buttons. Therefore, player 2 cannot use player 1's switches and buttons, and vice-versa. Each character must be used interchangeably in order to solve most puzzles and continue onward into the next room. Each player will have their own distinct abilities, other than flipping their own switches and buttons. The details of these abilities, however, will remain under wraps for the time being, until further development.

Given items and found items will play a very big role in surviving the Trials of the Madman. Every single item will have a different use (from healing to recovering stamina to curing poison) and since there aren't any merchants or traders in Puzzlesmith, there's no need for weapons and armor, or junk items.

There won't be any combat in Puzzlesmith. Mainly, because we've decided to focus more on actual puzzle-solving and working together rather than fighting evil minions or henchmen. However, that doesn't mean the characters won't take damage. Spikes, booby-traps, and other traps will hurt the character and his or her health. Every single trap can be avoided, if you can spot how to. Items such as Med Kits can recover health, and items such as Stamina Packs can recover stamina.

Additional features will be added to this blog as we develop the game further.
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