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Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 19:58
by Sublevel 114
Don't worry, Bendy. It would be mechanic, as Mateusz said. :D
(seriously, my mind needs some new puzzle Paste game)
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 20:02
by bender
I hope Mateusz doesn't plan to keep that stupid layer device
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 20:05
by Sublevel 114
You hate navigator?
news flash...
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 20:09
by bender
Sublevel 102 wrote:You hate navigator?
news flash...
Well the navigator is a great idea.
But the puzzles with the navigator at Sub 9? Easy as shit.
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 20:11
by bender
I know most of you play Submachine for the plot but the puzzles are going extremely bad. I doubt if Sub 10 will have any puzzles at all...
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 20:16
by Sublevel 114
bender wrote:But the puzzles with the navigator at Sub 9? Easy as shit.
hmmm...
Actually, these puzzles are unique. That's totally new for games, me think.
That's variety through series.
I think we will meet all types of puzzles in Exit.
You think puzzles are BAD?
No. They're piece of art.
You think puzzles are EASY?
Yes. I see last game in the series as hardest game Mateusz make ever.
If it will not... well
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 20:51
by Vortex
in part i agree with bender. i miss the puzzles in the style of Sub2, in later games it's only about taking items from one place and putting them in another, without much thinking.
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 22:03
by WorldisQuiet5256
bender wrote:I know most of you play Submachine for the plot but the puzzles are going extremely bad. I doubt if Sub 10 will have any puzzles at all...
Well, one thing I learn from the preveus Submachine games, is to anayise the puzzles and find simiarities to the newer one.
Like the secret in Sub 9, where we Ring the bell with the hammer. Those who played the previus games know about the bell puzzle. Plus, it was the only thing you could use the hammer on.
When I first played Submachine 9, I only got stuck twice. One time was looking for the stone tabelt.
The other time was when I was suppost to put the stone eye on top of the coffins.
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 22:48
by Sublevel 114
Only time when I was temporarily stuck when I didn't know what brass lever does (opens two shafts to get last 5th secret, I didn't noticed it when I moved through first times!)
Last time when I got COMPLETELY stuck when I couldn't find third fuse (from belly) in DMT 4. And of course I couldn't find all achievements easily.
I hope in Sub10 I will be stuck SO COMPLETELY, so I would pray for walkthrough! XD
Re: Submachine 10 Theories and Suggestions
Posted: 10 Sep 2014 23:09
by ENIHCAMBUS
Sublevel 102 wrote:Last time when I got COMPLETELY stuck when I couldn't find third fuse (from belly) in DMT 4. And of course I couldn't find all achievements easily.
that got me stuck for while, I never figured out that those silverware had an use. What was more frustating, was that I was trying to do anything that at the end it leaded me to an achievement, image yourself trying to solve the primary objetive and find everything what are you doing is solving secondary objetives. DX
The same thing happened with me in Sub9, I got all secrets even before completing the game, because I never tough that damn plate where brass sphere was also a place for Karmic Water, I mean, the damn thing doesn't looks so deep than any other place for Karmic Water. DX