#Randomization (2024 Take)

1 messages · Page 1 of 1 (latest)

snow lily
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I could have sworn I made this a feedback before, but I suppose it wasn't a dedicated point. I figured since today is my birthday I'd address a point I like in games as a feedback post for HN2...why? I don't know.

Anyways, I think a way to boost reviews on HN2 is the possible randomization of the game's puzzles. I'm sure players know that with a guide online or on repeated playthroughs how to speedrun the puzzles and codes in the game, cutting the playtime down dramatically. I mean Otto's section can be skipped over by just using a shovel on the safe and putting in the code. I can get however that some players might get bored with the whole 'man I actually have to solve the same puzzles just to get a different code?' so I suggest a possible tweak to keep everyone interested.

Randomized puzzles. Not just randomized codes, I mean different types of puzzles. Now this might be something big, like needing its own update but I would have my own personal enjoyment go through the roof if it happened. I imagine things like the jail cell and safe would have to just only have randomized codes but imagine if like in one playthrough in order to gain access to the upstairs of the crime scene you'd have to assemble a ladder outside instead of being able to immediately use the scissors to cut the police tape blocking the stairs. Or imagine the officer keeping a key needed for the basement on him seemingly at all times so in order to get it you'd have to wait until he either puts it down on a table or drops it into a safe. Requiring the player to either wait until he opens the safe then distract him or use a camera to watch him put in the code, giving use to the cameras.

I'd type more examples like for Gerda or Otto but I don't have Nitro so i'll have to extend it out in the comments.

golden hatch
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great post

snow lily
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As for the bakery, I currently imagine for a 'variant' is the return of the need to lockpick. I know a lot of the things in the full game are seemingly meant to be quick (which I'm a bit against. I miss prying off boards taking a while personally.) but there was nothing like getting the lockpick and distracting Gerda so you only had a precious amount of time to get the key. I imagine this time it'd be like instead of Gerda carrying around the key it'd just be locked up, leaving the player to have to search around for a lockpick.

Another variant would be Gerda is actually making treats, which means the backroom would probably be on lockdown and the player cannot get inside to get Imbir a cat treat. Thus, Quentin would have to unlock the display box and get the treats out, giving a window of opportunity to get into the backroom and get the cat treat.

As for Otto? I have a spin of his Beta task to suggest. Otto has his wood making kit in the basement out but would clearly show that he needs wood for it. Quentin would have to go outside and find a log or board for him to use. Then, after waiting for him to do his wood carving magic, he'd make a duck statue which the player would need to obtain. Instead of using it in the museum, Quentin would need to insert the duck statue onto a big log outside, which the side would open up to reveal a piece of the map needed for both locating the safe and the code. This would replace the boar head puzzle possibly.

At the moment, I can't really think of Mayor and Mr. Peterson randomization concepts. It might be since I've been brainstorming a bit much but who knows. Let me know feedback and your own randomization suggestions.

uncut prawn
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THIS PLEASE

silent pulsar
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it isnt the problem, instead we just need puzzles that are fun and have multiple solutions and focus more on AI, the current puzzle design just isnt good for a hello neighbor game

snow lily
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THat is true, AI puzzles would benefit definitely, which is why i did the whole otto wood making kit one