I only found them by accident while moving the mouse randomly across the screen.
I only found them by accident while moving the mouse randomly across the screen.
Actually that's the most common method to find objects in adventure game.
I only found them by accident while moving the mouse randomly across the screen.
Actually that's the most common method to find objects in adventure game.
In a spot that just looks black? Pap!
Also most people are stupid ( razz ), are illogical & lack eagle like observation skills! ( grin grin ).
Actually that's the most common method to find objects in adventure game.
Also most people are stupid ( razz ), are illogical & lack eagle like observation skills! ( grin grin ).
This can be a joke but to be honest this is the most important reminder to develop games nowadays
Nowadays are not like old days. Why many game companies made navigation system in order to motivate players? The reason why this is happening is there are too many games to play and when players just didn't get motivated, then they just switch to another game.
Old days, there were only a few games so players just need to focus on one game and observe like hell, but it's not nowadays.
Actually that's the most common method to find objects in adventure game.
By accident? I completely disagree. And if that's the case then it is just bad design, in my opinion.
Ever played a LucasArts game like Day of the Tentacle or Monkey Island? You can immediately tell where important objects are in a room, the games are designed that way. The point is not hiding them, its stimulating the player's creativity on how to combine them to progress with the adventure.
Btw - just went back and checked the leg of the table - I think that was too hard to figure out and a little counter intuitive. I would suggest to use all the table (including the mirror) as hotspot for the action, not just a small spot hidden in the dark.
Ever played a LucasArts game like Day of the Tentacle or Monkey Island? You can immediately tell where important objects are in a room, the games are designed that way. The point is not hiding them, its stimulating the player's creativity on how to combine them to progress with the adventure.