peekaboo
Full Gruntzer
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Post by peekaboo on Jun 27, 2007 10:46:50 GMT -8
There are some really good ideas from people on the forum for all types of gruntz games. We all have our favorites and also the type of game that frustrates us. Everyone is different. Thought this would be a good place to air them. My Peeves: (1) Don't like incredibly difficult games that take a zillion times to get thru a section. Difficult is okay. Almost impossible is not. There's flat-out no fun in it so what's the purpose in trying to play it? Timing can be tight and usually there's always such a section. That's good and fun. But don't, please, abuse it. I want to know that I can persevere and get the 'good feeling'. The " Yes, I made it!" feeling. (2) Long and/or hard sections that have little reward or do not further the action in a game are very disappointing. There needs to be a good reason/goal to go down that path. When the player reaches it, there is a sense of accomplishment. A single coin or treasureless rock just doesn't serve the purpose. (3) boo... Hidden secrets that do not have any clues as to the location of them. I don't mind when they are in a small section where you can't get out. You know there has to be a hidden warp there. But I just really dislike a game that demands you walk all over the entire map to find the secret. Likes: Oohh, I have lots of those. I'll probably get slaughtered by some but I like Guenter'z (misspelled?) games. And Mikker'z also. Creative yet logical with some nifty twists. I like logic. Who knew? My husband and all my family has always said I should have been a lawyer. Don't know whether to be offended or go to law school. But I do like a game that has a purpose that drives me onward. I can see it, feel it, and almost touch it. But first, you have to figure out the who, what, when, where, why, and how. Theeen I get to touch it. Oldones and Gaby'z are fun,relaxing, intriguing and beautifully rendered. Battlez, IdleAl, Spongegruntz, they're quirky and sometimez really hard but always interesting. All of the people who makes games have special talentz and a certain something in their games. If I forget who made a game I'm playing, I can usually, not always, tell who it is by the way it's made. Thanks to all of you. My all time favorite? Oh dear, I feel like a traitor. Well it's Gooroo anyway. Great games. They can be hard/very hard but doable. It's the logic that I love. There's a purpose to getting from A to B and on to Z. WooHoo. Well I'm done.
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Post by SwordGrunt on Jun 27, 2007 12:49:57 GMT -8
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BattlezM
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Post by BattlezM on Jun 27, 2007 13:24:56 GMT -8
- I mostly dislike having to send many gruntz through the same area a ton of timez. Not if it'z at different timez or for different purposez though.
- Crazed timing puzzlez, thingz such as "fill in the hole before the fast RB getz there" or "get by 10 RBz in a twisty long path"
- I really hate static hazard maze puzzlez, if they're short and not tight, they're fine. I really do hate the electric outletz though, hard to know when they are actually off (very annoying in tight timing, worse than any other static hazard too).
- I love battlez of course, particularly an innovative one. I do not like battlez that involve luck how ever, that'z not how a real battle goes, there has to be strategy and free space. It get even worse with micromanagement, that'z for "Age of Empires"
- love a tricky puzzle, but not one without good hintz.
- I also dislike repeated ideaz in a custom level, doing the same thing over and over in a set of levelz (unless they are themed to it) is annoying and boring , sometimez it'z even in the same level.
- No hint secretz are just evil, so are important thingz that are hidden.
- Nobody likez big complex crumble bridge puzzlez .
- I believe that coinz need to actually be earned, not just lying around here and there, or under many under clusterz of rockz and holez. Levelz should not have more than 100 coinz, but that'z just my opinion.
- Goo Roo'z levelz are without doubt great, alwayz have some sort of interesting concept. Oldone'z are nice, not too tricky, but fun. Gaby'z are nice and easy, but it tirez me out haveing to dig up tonz of coinz and repeat the same actionz again and again, just not my puzzle type . As for the designerz that have even the toughest levelz, I'm still willing to try them when everyone else givez up. Eventually I'll give up too, at least for a while .
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Post by SwordGrunt on Jun 27, 2007 13:29:39 GMT -8
I agree with you. Coinz should not be placed everywhere, they're a kind of reward. For example, giving a coin to the solver because he walked one more tile than necessary is not a good idea. But then, a level must have some coinz that are not in secret areaz.
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BattlezM
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Post by BattlezM on Jun 27, 2007 13:31:25 GMT -8
Best place for those is under a rock or hole in an area, but only a few. Maybe some in optional side puzzlez (nothing to big and elaborate ).
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peekaboo
Full Gruntzer
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Posts: 476
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Post by peekaboo on Jun 27, 2007 14:30:20 GMT -8
My all time favorite game, so far, belongs to Battlez. Unforunately, I have CRS and can't remember the name of it. It's not in my custom folder cuz this is a new computer. It was about 8 months to a year ago and nearly everybody got stuck on this one little corner toward the end. I think that was the one where the gruntz went into boxes and then warped out to other boxes. *scratches head, tries to remember how it went* I just remember I had a blast with it. But I'll know it if I see it.
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BattlezM
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Post by BattlezM on Jun 27, 2007 15:39:35 GMT -8
That was SwampedSudoku. I think that FollowtheLeader, StargateWorldofSweetz, and ConvertingKitchen have been my best levelz.
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Post by SwordGrunt on Jun 27, 2007 15:58:08 GMT -8
From you, I liked MysteryWarpstoneHunt and FlyingOverMountainz. I have no idea of what'z SwampedSudoku or FollowtheLeader
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peekaboo
Full Gruntzer
See ya!
Posts: 476
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Post by peekaboo on Jun 27, 2007 17:30:30 GMT -8
Oh yeah, Follow the Leader was excellent. Really liked that one too. Don't think I've played Converting Kitchenz and IIRC got so frustrated with Flying Over etc that I put it aside. Isn't that the one where wingz are everywhere, timing is sorta tight, and you fly to each separate individual part of the map? Seems like there was a crumble path somewhere and/or a particular section where you better keep moving. Move or lose it type. Shrugs. Anyway, it was just me and I'll go back to it some day.
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GooRoo
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Display Name: GooRoo
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Post by GooRoo on Jun 27, 2007 17:31:32 GMT -8
Paul's "A WorldOf Sweetz" rankz number 1 with me. (I hated it, because of being timed, and needing to sacrifice my Gruntz in order to complete the puzzle. I loved it for the variety of mini-puzzlez in it.) All of Guenter's CLz ... from the largest to the smallest. Gamer's CLz ... except for never getting a " PERFECT!" in "Decoy Ahoy!" because of an inability to get a set of Springz. All of the graphically lovely puzzlez, by all of the talented Designerz who made them. Sometimez they have too many Coinz and/or too much digging for solving with a single SAVE slot. Those I dislike: CLz with multiple tight timing mini-puzzlez one after the other, with little or no "breathing room" (or a good time to SAVE). Physically long Silver Pyramid puzzlez, which require simultaneous moving and scrolling of the screen to get to see the upcoming section. Anything beyond a default Gruntz screen size (20X15 Tilez) can be nasty. Some puzzlez have more than 32 Tilez wide and/or 24 Tilez high ... so even my 1024X768 screen resolution cannot show the entire mini-puzzle. (That is the one real negative thing about "A World Of Sweetz" ... that long vertical maze ... with ObjectDropperz to worry about, no less!) Crumbling/Toggling Bridge mini-puzzlez without a 'safe' place to rest, SAVE and re-group for the next section. After about a dozen Tilez, I want to be able to take a break before continuing on. SecretTeleporterTriggerz somewhere in a wide, unmarked area ... with absolutely nothing to indicate that one even existz (many of Bjarni's puzzlez had this flaw). Secret Switchez that cause an action "off the screen" ... no matter how you position the screen when you press it. In "Ali Baba" I had a Secret Switch that caused an action 'way "off the screen" ... with Arrowz that appeared on the screen directing the solver towardz the resultant 'special' stuff ... and plenty of time to move the Grunt activating the Secret to the desired point (although another Grunt could already be stationed nearby). Mis-matched Switchez and objectz they altered ... Blue Switchez that operate Green Pyramidz, for example. (I created "Metamorphosis" that intentionally violated this, with several Switchez that acted like "Secret" Switchez, permanently altering Tilez ... as an example of the bug that I found, not as a 'serious' CL.) Object Dropperz (frequently criss-crossing!) that pass over a point where the solver's Grunt has to stand (without any place to move) for a rather long time before being able to move onward. (Again, Bjarni seemed to love to do this.) But then, I strongly dislike Object Dropperz, period. (Because I forget they exist, and concentrate on the puzzle on the ground. And lose my Grunt in a pile of poop ... or under a CARE package. Most frequently that happenz when it has been a long time since I last SAVEd.)
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