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  1. #1

    Default Adding puzzle solutions

    So I got this puzzle game and I want to include solutions for all puzzles (user can watch the solution play out), what im stuck with is that I dont want to give the user access to the solution right away I want the user to atleast try the puzzle. So I thought of several ways to do this.

    1. User must spend at least 15mins trying to solve the puzzle
    2. User must have failed/reset the puzzle 3 time or more
    3. User can only use the solve button once very 3 hours of gameplay.

    What do think is best or do you have a better way? or should i give in and let the user solve all puzzles when they want?

  2. #2
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    Interesting - I'm contemplating the same issue in a game of mine. Fortunately, the puzzles are only a sideline to the main game, so if the player gets stuck, it's not TOO bad.

    That said, I'm not crazy about any of your ideas. I don't have great alternatives. The best I've thought of for my game is that you earn 'hints' by completing puzzles successfully. Probably for every 3 you complete, you earn 1 hint. But I'm not sure my idea is all that hot either...
    Bonnie's Bookstore - Casual Game Blogs (Multiple blogs by different developers) - My Game Dev Blog

  3. #3
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    I once used a staged hint system that customers liked. They could request a hint that would show them where one piece goes at any time. Each request would reveal a new piece. It allowed them to reveal every piece if they chose to. Customers liked having that control and sales went up after I added that feature.

    If you track stats in your game, track how many hints they used to solve a puzzle. If you use scoring, penalize the score. I've found these to be the best deterrents to using hints. Many players stay away from the hint button when they know it affects their ability measurement. It's like looking in the back of a puzzle magazine at part of a crossword answer -- you know you can do it, but your victory won't be clean.

    In my experience those who can't self-regulate their hint use also don't care to spend time unlocking hints. They just want the hint.
    Tom Cain :: Smallware

  4. #4
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    Quote Originally Posted by Tom Cain View Post
    I once used a staged hint system that customers liked. They could request a hint that would show them where one piece goes at any time. Each request would reveal a new piece. It allowed them to reveal every piece if they chose to....
    This sounds like a good idea - kinda reminds me of how some crossword puzzles work. Those puzzles also have a "check" function too - it highlights wrong letters. Maybe something like this would help too ? This way, if you have it right, you do not feel like you have cheated.
    Fundieware - Where FreeRange chicken games roam free.
    GameHaxe cross platform game experiment blog.

  5. #5
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    We allow people to look at the solutions at any time in Professor Fizzwizzle, and users seem to appreciate it. The only complaints we've had are from people who want to lock out that feature so that they don't fall prey to the temptation, or so that they can prevent their kids from "cheating".

    So in Professor Fizzwizzle 2 we're adding the ability to password protect the feature or lock it out entirely.
    Ryan Clark
    Brace Yourself Games (Formerly of Grubby Games)

  6. #6

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    Thanks for the replys guys, I think the showing hints is the best idea, a little harder to code in the game but I think it will work well.

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