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Befuddle Quest!
Yeah, I knew there was a 'no way to cancel selection' problem, but I don't really know RPGmaker well enough to fix it if I was going to have all four choices.
I came to the game with pretty low expectations of how it would turn out, due to the likelihood of random people, myself included, being good at making puzzles, and found them pleasantly exceeded.
Although to be fair, I didn't really have to solve my own puzzle.
With the first puzzle after the first maze, I was able to walk through the upper wall onto the platform with stairs to skip to the Ghost Ship, although I went through again to actually do the puzzle.
I rather liked the puzzle in the darkness with all the rooms, although it was annoying until I wrote it down, which I might not of thought of unless I read the thread. Interesting way to code it, too.
I also enjoyed the last puzzle, except I couldn't figure out the five-question gargoyle or find any more hints for it, calculated what it would take to brute-force it, and just cheated. c_c
Some of the answers really threw me, such as the kin one, and I realized I'd have to restart the entire thing to see the bits of what the other statues said that it was referring to.
The entire maze seemed increasingly grim, with skeletons everywhere - a lot of us seemed to be thinking vaguely along a similar theme that wasn't really spelled out in the original post, which I thought was neat.
I also liked the tone of the final scene - it didn't answer the larger questions, such as why you'd want someone who would lock you in a Tower of Puzzley Death on the slightest provocation as a father-in-law, but that's why I liked it.
I came to the game with pretty low expectations of how it would turn out, due to the likelihood of random people, myself included, being good at making puzzles, and found them pleasantly exceeded.
Although to be fair, I didn't really have to solve my own puzzle.
With the first puzzle after the first maze, I was able to walk through the upper wall onto the platform with stairs to skip to the Ghost Ship, although I went through again to actually do the puzzle.
I rather liked the puzzle in the darkness with all the rooms, although it was annoying until I wrote it down, which I might not of thought of unless I read the thread. Interesting way to code it, too.
I also enjoyed the last puzzle, except I couldn't figure out the five-question gargoyle or find any more hints for it, calculated what it would take to brute-force it, and just cheated. c_c
Some of the answers really threw me, such as the kin one, and I realized I'd have to restart the entire thing to see the bits of what the other statues said that it was referring to.
The entire maze seemed increasingly grim, with skeletons everywhere - a lot of us seemed to be thinking vaguely along a similar theme that wasn't really spelled out in the original post, which I thought was neat.
I also liked the tone of the final scene - it didn't answer the larger questions, such as why you'd want someone who would lock you in a Tower of Puzzley Death on the slightest provocation as a father-in-law, but that's why I liked it.
Map Design Fun #8: Befuddle Quest! (DOWNLOAD NOW)
Map Design Fun #8: Befuddle Quest! (DOWNLOAD NOW)
I'm a total newbie here, but I'd like to get in on this. I have done some RPGmaker2k3 coding/building before, and lurked on here some.
Also, a thought: story might flow better if we all refrained from having Zack from saying any auto-dialogue(i.e., only dialogue options and 'implied speech' a la Breath of Fire). As much as I hate the 'silent hero' thing, it'll be a lot more coherent if his talking style/personality/etc doesn't change for every puzzle.
Also, a thought: story might flow better if we all refrained from having Zack from saying any auto-dialogue(i.e., only dialogue options and 'implied speech' a la Breath of Fire). As much as I hate the 'silent hero' thing, it'll be a lot more coherent if his talking style/personality/etc doesn't change for every puzzle.













