Sentences with phrase «thing in a puzzle game»

The puzzle design is always the most important thing in a puzzle game, however.

Not exact matches

My favorite, and the closest thing the Gear VR has to a «must download,» is Darknet, a puzzle game in which you «hack» your way through massive data clusters.
In retirement many are susceptible to spending days in front of the television, which does not stimulate the mind like reading, learning new things, and doing crossword puzzles and other gameIn retirement many are susceptible to spending days in front of the television, which does not stimulate the mind like reading, learning new things, and doing crossword puzzles and other gamein front of the television, which does not stimulate the mind like reading, learning new things, and doing crossword puzzles and other games.
Puzzles in the real world never have any real hints either: at a certain point in the game you have to freeze lava by pasting a certain Thing in the background.
Not very good logic puzzles are the only unsuccessful thing in this great game.
its so linear, its like a game on trails with shooting, it gots no strategy, no tactics, barely all the puzzles are gone, in Monster Hunter Tri all the game is a puzzle about how to hunt the monsters, and it lets you wonder things that nobody can answer yet, what is better a powerful armor?
The idea of a 3D maze / puzzle game is definitely there, but you can only push so many blocks in so many mazes before you get sick of the whole thing.
These three - dimensional, polygonal «things» (the game deems them such) serve an important purpose in both combat and puzzle ¬ - solving (often both), because they can be converted into rare and powerful stickers.
In this case that is a good thing since Toki Tori was always a darn good puzzle game.
You still have the different costumes with different abilities that you need to solve puzzles but Superman has enough powers that he just breaks the game and allows you to do almost everything so to compensate the game will sometimes give you an alternate Superman that can only do certain things which just breaks the game in a whole different way because it makes no sense.
Another good thing about multiplayer is the new puzzles that need to be solved together and thankfully if you enter an area that you don't have the powers for, the game will compliment you in order to solve the puzzle.
Their newest film was revealed via a surprise teaser trailer in January depicting Mary Elizabeth Winstead, John Goodman and John Gallagher Jr. playing board games and assembling jigsaw puzzles to the tune of Tommy James and the Shondells» «I Think We're Alone Now,» only to slowly reveal that things are not what they seem.
I guess the benefit of this system in the full game means there are more puzzles and things to unlock; the coins will contain progression while not holding back on the amount of content available.
So I've stumbled upon your blog and would like to know... If i wanted to build interactive modules, where things swivel upon clicking (like cards in a memory game) or things can be clicked and dragged (like a jigsaw puzzle online) or things react upon clicking (e.g. you have to identify all the countries in the EU, and you click on each country on a grey map, and if it is right, the country turns blue upon clicking, and if wrong, it turns red and then back to grey)... Which one of these (other than Flash... I'm not a developer!)
Zelda is tricky, other than touch puzzle games to progress in a first person dungeon I can't think what other thing would work with touch controls.
Yup i'm playing it on ps4 and the first time i experienced it was (don't worry this is at the start of the game) when you're supposed to do a jumping puzzle thing (in an empty place!)
- goal of the game was to allow players to do lots of things - the dev team took one element at a time, and then worked to «multiply» them in order to broaden the scope of each action - multiple developers discussed how climbing would be fun to add into the game - one dev thought it would be fun to climb moving things, which eventually lead to climbing windmills and enemies to fight - the Octo Ballon is an item that came to be following the experimentation of a programmer - the dev wasn't sure the idea was okay to do, but tried it anyway and the rest of the team seemed to enjoy it - by combining various actions, objects, the game's world itself, you get tons of gameplay variety and ideas - keeping these options in mind may lead you to beating a boss or solving a puzzle in a unique way
Daedalic's past games have been a little too quick to delve into the realms of «needle in a haystack» puzzle solutions, although Deponia and its sequel got things largely right.
- the developers» main goal was to break conventions, but they weren't sure how far they should go to do so - they took a look at what was core to Zelda games, and decided it was the sense of relief you feel after solving a puzzle - they tried to fix the parts of puzzle - solving people found boring while keeping the interesting parts intact - they wanted people to think outside the box - there are multiple ways to approach / solve puzzles and gameplay challenges - anyone who plays the intro will find a way to enjoy the story naturally - NPCs do have things the want you to do, but don't bug you about it, and you can ignore them if you want - some of the bosses are hidden in plain sight - the Sheikah tribe are key to the story, as is Zelda's blue tunic
There's more interaction during puzzles than there's ever been in a Lego game before which is nice, with new buddy - up moves letting you join forces with a second character to break big objects or strike huge foes, while other things like a stacking mechanic lets you stand dwarves on each others shoulders to create a ladder of sorts.
As you can see in the trailer, it's a flip - book - styled game where you cut things from the world and then re-use them later to solve puzzles.
The closest thing would be an entry in the Professor Layton series, but even that is more like brain teasers within an adventure instead of the piece dropping & swapping action of games like Dr. Mario, Puzzle Planet League, or Tetris.
Over at Greg Costikyan's Manifesto Games website, he's revealed that the indie portal's first exclusive game will be «Playing With Fire», a»... highly unusual platform puzzle game in which you play a giant ball of fire — and burn things down.»
I even loved discussing the game with my friends and learning how they solved certain puzzles and what cool things they had discovered in their own adventures.
As with most Point - and - Click games, the actual puzzles can be hit and miss depending on whether you are thinking about things the right way — while sometimes you'll find yourself logically following the chain of motions you need to follow in order to accomplish your goal, at other times you might have a different idea as to how you are supposed to progress, and find yourself baffled as to why none of your ideas are working — or what you are supposed to do at all.
They also serve as the closest thing to traditional dungeons in the game, though they're more akin to four gigantic puzzle rooms with concluding boss fights than the intricate, deadly sprawls offered in past games.
and theres a bit of a disconnect when the only way to figure out a true pacifist on one playthrough is treating the entire thing as a puzzle - solving platform, but the game writing kind of half - guilts you into needing to be invested in characters that you know very little about, instead of just seeing them as obstacles to overcome.
Naturally, as in any great puzzle game, the level designs and variations make this a lot more complicated as things progress.
The game is now in full production, with «five full level teams» (emphasis theirs also) working on real and mental worlds, and the gameplay team doing its thing on the mechanical side, which covers things like powers, platforms, puzzles, and combat.
Another thing which is blatantly obvious is how small a part puzzles play in the recent games.
Obviously a game of this size, a mere 12 hours on average, would never have any need for such a thing, but I have found that my brain has been trained out of using puzzle - solving abilities in most games.
The puzzles here follow a logic that makes sense in the world of Deponia and rarely ever stumbles over the line into more obscure solutions that don't make much sense within the game world's own logic, leaving you just mindlessly clicking on things until something happens.
The gameplay is momentum - based and things begin rather simple but as you progress through the later acts in the game, there are some puzzles that make you think a bit.
all these fad games that come along, like Angry Birds or Candy Crush, the one thing they all seem to have in common is that they're pointless, I like at least the pretense of story and characters, an actual concrete ending, otherwise I feel like I'm just wasting my time, I've just never been too keen on puzzle games, music games, racing games, sports games etc for that reason
The Witness is a puzzle game that takes things back to basics, whilst at the same time putting players in a mystifying, beautifully vibrant world.
Unlike most modern day games in the genre, Duke Nukem Forever has some light puzzle solving elements, of which tasks you with doing such things as connecting pipes and finding the right route through an area.
You're never given clear direction in Rime or any real explanation as to the boy's past or purpose; as you slowly start to explore the island you'll stumble across artefacts that shed some light on the backstory, showing a grieving monarch with an inquisitive and familiar young charge, but an air of ambiguity consistently colours the game and you'll find yourself spending the first few hours puzzling over things like just how exactly is that fox spirit connected to everything, who is the mysterious figure in the red cape who watches silently from afar and is the source of our protagonist's vivid red cape, what tragic fate befell the bipedal robots who lay littered about the place and much more.
You can't really go wrong with some jigsaw puzzles on the go, but you also need to be in mind that there's not much else this game has a purpose for, outside of beating your best times (which is pretty much only a thing that you can do on the touch screen instead) or racing with up to four friends (but there's no point in doing that since you'll all have to use the clunky controllers instead of the touch screen)
You can speed across the world as a Bullet Bill, march as a Goomba, throw things as a Hammer Bro, and that's just naming a few classic Mario enemies — the fact is, I don't want to go into all of the enemies / characters you can capture in Super Mario Odyssey, but the total number is over 50, and all of them can be used in unique ways to solve puzzles and explore the game world.
The fall part 2 is a very interesting game with a lot of different game genres in it, which I haven't seen a lot of lately, the story makes you wonder what's going to happen next but only thing that brings this title down a few points is the vague puzzles and the repetition in the level design.
You periodically find notes & audio logs (ala every old - school horror game ever) that fill you in on the story and at the end of each zone, you're given a puzzle (so far, they've just been lame «Put these things in the right order» puzzles) which you gain bonus money if you manage to complete it with no help (if you get stuck, you can ask for hints which lowers the reward).
Developed by Team Gotham, Solo is a remarkable indie adventure game that will have you thinking not only about the puzzles in the game, but about things in your actual love life.
It all sounds simple when you put exactly how I put it above, but being a puzzle game, Puzzle Adventure Blockle soon turns up the heat as new gameplay mechanics are introduced in every «world» and while you only have to deal with things like Hard Blocks that remain in a fixed position, there was blocks that also move, like Flame Blocks that put out flames that will burn you and shock blocks that will shocpuzzle game, Puzzle Adventure Blockle soon turns up the heat as new gameplay mechanics are introduced in every «world» and while you only have to deal with things like Hard Blocks that remain in a fixed position, there was blocks that also move, like Flame Blocks that put out flames that will burn you and shock blocks that will shocPuzzle Adventure Blockle soon turns up the heat as new gameplay mechanics are introduced in every «world» and while you only have to deal with things like Hard Blocks that remain in a fixed position, there was blocks that also move, like Flame Blocks that put out flames that will burn you and shock blocks that will shock you.
But really what's actually going through the players head in adventure games is, «I don't know if I should be clicking on this thing» or «I don't know if this is a puzzle» or «I don't know if I need an item to solve this that I don't have yet, or if I'm just not thinking.»
There are just about no difficult puzzles in the game and my 8 year old finished the whole thing with ease in about 3 hours as well.
Usually with games of this genre I will find myself banging my head against a wall as things get more complex — with The Bridge, however, I found these moments few and far between, a puzzle never frustrating in its difficulty.
One of the most notable thing in this first - person shooter that combines puzzles with combat is the freedom to use the developer console command to modify events, values and things in your game world.
The game does have a few different modes outside of its Campaign and usual death match modes, and while the real meat of the gameplay exists in its deathmatches, playing things like Puzzle Mode can offer a nice change of pace — giving you scenarios with limited resources or special conditions that you have to meet by using the tools at your disposal efficiently.
This game is a unique as far as puzzles go, a lot of I haven't come across before, and I enjoyed them very much... some took me quite a while to solve The game opened in widescreen... a definite plus, hate having to change things There are 3 modes of play: Easy - Expert - Pro... Expert players will love this game as there is no hand holding at all... no sparkles, no hints and no skips I played the Easy mode where hints charged in about 15 seconds and not much longer for skips I quite like the HOS as well... lists, silhouettes and find one thing to open or find another object but done differently than the norm There are no voice overs, which I didn't mind for a change, not an overly lot of dialogue to read either Graphics were good without being spectacular.
There's no such thing as too much of good thing, so with that in mind Tetris ®, one of the largest - selling and recognized brands in gaming history, and Puyo Puyo ™ from SEGA have joined forces to create a puzzle party game that will test the bonds of friendships and bring new meaning to «competitive gaming.»
a b c d e f g h i j k l m n o p q r s t u v w x y z