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sirspate8 karma

Octogedden has a much longer loop than Plants vs Zombies. (e.g., for PvZ you fought a bunch of zombies, then moved on to the next location, whereas for Octogedden you have a longer thing going on where you move between several sublocations in a given stage before you.. well.. die. The whole thing takes longer to get through, with the player revisiting the same territory a lot.) What was the thought process behind making it multi-stage? Had you considered making the loop longer or shorter?

sirspate1 karma

Love your team's games, bought Opus Magnum day one. (Thanks for adding Z to delete, and telling me about the group-select A and D to group-rotate, btw!)

Question: Do you keep stats on where people get stuck in your games (other than via Achievements) and if so, do you have any graphs you could share on where the cliffs are? And how soon do you start thinking about changing puzzles to address those cliffs?

Have you changed your philosophy at all on modifying puzzles after release with Opus Magnum? (i.e., instead of adjusting the puzzle difficulty, are you waiting a bit more to see if people figure it out or look up spoilers on their own? Or should we expect some changes soon?)

Also.. when will the people's engineer get a new coat of paint? :)