Making the Game: A Frustrating Puzzle

While developing one of the rooms for Robotrooper: Simulation, I ran into some big trouble - the puzzle I had envisioned for it was simply too frustrating! The room in question appeared in my previous blogpost.


Here it is again, though with one crucial element missing - the moving platform.


The blueprint for the moving platform is fairly uncomplicated. Using a timeline, it lerps between two positions indefinitely - its starting position and a destination. Simple, right?


Well, the point of the room's puzzle is to get the Cube Key across the chasm by first launching it onto the platform, then launching it off the platform to its Slot at the other end of the room. Getting the Cube Key onto the platform proved easy enough. However, getting it off proved... challenging, to the point of being frustrating.

This was due to the shockwave gun's recoil. Pushing the Key off the moving platform requires Robotrooper to also be on the platform. However, because of the recoil, Robotrooper was very prone to falling off into the chasm below. The issue being, of course, that when Robotrooper dies, the puzzle resets, and the Cube Key is on the other side again.

I tried to remedy the issue. At first I thought a longer moving platform could be the solution, but the recoil's power was too great. I was going to create a sort of border around the platform to keep the player from falling, but instead I came up with a different idea. This room could break up the established form of puzzle while introducing a new, completely valid game mechanic - momentum.


Instead of a moving platform, Cube Key and Cube Slot Button, the room will be completely devoid of such elements. There would only be the chasm and the other side. To get across, the player will have to be clever and use the momentum of their own movement to aid the shockwave in getting them across. If the player struggles of course, I will offer them a hint to point them in the right direction, though I do not have a suitable system for that yet.

All in all, I am fairly pleased with my solution. Though coming to the conclusion that momentum is needed may be difficult, I hope it will prove less frustrating than playtesting the room's original puzzle was.

The only thing I regret is now not having a room with a moving platform... Ah well, maybe I'll find some other use for it later. Anyway, those are all of my thoughts for now. Off you go!

P.S.: Happy 7th Birthday, Elder Scrolls V!

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