That’s my experience with 99% of old school point and click games. At some point in every one it devolved into me running in circles and trying every item on every object.
When I played Day of the Tentacle I got stuck. Eventually I caved in and ordered the official hint book. Mind you, back then this entailed mailing a physical letter and the money somewhere. I guess my parents helped with that. And then you had to wait for your order to arrive. And the post was a lot slower than today.
I waited weeks for the book to arrive. And then, the day before it came, I finished the game. Use physics book with horse was the last puzzle I needed.
But the money wasn’t wasted entirely. The game’s story was written down from the pov of one of the characters. Pretty funny.
Yeah, basically every game that runs on scummvm is a good candidate here: leisure suit Larry, kings quest, police quest, the dig, sam and max, Indiana jones and the fate of Atlantis, all the sierra and lucasarts ones
Myst series is another good one. Journeyman project trilogy. These all ruled when I was like 12 years old
I miss when games were confusing and aimless by default. I know there are still games like this but I feel like the default now is a game that’s like “oh hey, go down this hallway full of locked doors! Except one door is unlocked, that’s a secret area, good for you! But otherwise go down the hallway to the next hallway!”
Also the end of the hallway is glowing, and there’s a pulsating dot on your minimap. And if you take 5 seconds longer than needed, your character says to himself: “maybe I should go to the end of this hallway”.
Oh man, king’s quest. Those games were literally impossible without a guide and you needed to go to areas in very specific steps to not softlock the game.
You’d play leisure suit Larry or whatever and get 3/4 of the way through and get stuck. Then you’d check a walkthrough and realize you didn’t check the trash can on the first screen of the game for a key item and now you’re fucked and literally have to start over from the beginning
Or you’d get to a death condition and get a screen that just mocks you: remember to save early and save often!
I gave up on point and click games when the solution to a problem in Monkey Island 2 was to put a fucking dog in your pocket. Even the look Guybrush gives when he stuffs the dog in is like "bet you didn’t think to do that initially huh…?’
The funny thing is that LucasArts games were done as the “antithesis” to Sierra games, as the latter were chock full of cheap deaths and “Did you remember to do some little side thing 2 hours ago? No? Progress locked, fuck you” situations
Zelda: Link’s Awakening on the GameBoy Color in the mid-90s. I got to the second temple, and was totally stuck - to progress I needed to learn to jump, which I inferred was in this temple, but I just couldn’t figure out where it was.
Wandered all over the available map, which of course was constrained due to lacking the jump skill and other story-driven tools. Nothing.
Finally bought a game guide, which explained to me that I needed to bomb a wall in one room in the second temple to progress. It was indicated by a small crack, a staple in Zelda games but invisible to me in my first experience with the series.
The cherry on top was that by that point, I didn’t have any bombs to break the wall, and I recall that I didn’t have the ability to buy or acquire any and had to restart the game to progress past the point where I was stuck.
After that point, Zelda: Links Awakening became one of my favorite games of my childhood. It is hilarious how much frustration it caused me before that realization.
Some games really do depend on learned conventions from previous games which can feel a bit unfair to the uninitiated. It’s a double edged sword of avoiding too much tutorializing vs alienating newcomers.
Yeah, well, the original Zelda flagged bomb spots even less, so...
It's weird to me that Simon's Quest gets so much grief for this when Zelda 1 and 2 (and particularly the localized version of those) were full of that exact "defer to the guide" nonsense.
In fairness, some of that stuff comes from trying to play older games out of context, since a lot of tutorializing used to happen in the manual, but not on any of those NES examples.
I’m playing Oracle of Ages for the first time in a while, and it is not great! The level design is flawed. The eighth dungeon is a a dark room, some ghosts, and a hint owl that tells you to “attune your ears to the sound of sword on stone” which, right, standard Zelda fare, good of them to make explicit the reminder. But none of the walls clank! You need to push one of the non-pushable statues out of the way, in the dark, to even expose the bombable wall. I went over the whole place twice, and then thought “oh maybe they’re doing a cool metapuzzle thing and I’ve got to leave the dungeon and bomb a new entrance” so I went out and tested the whole area with my sword and then bombed everything in case I was just misinterpreting the clank sound.
The underwater dungeon had the interesting raise/lower water level mechanic, but I explored in loops for an hour before looking up where to go next. I’m not saying it’s supposed to be easy, I like a challenge, but it felt like the layout was deliberately withholding information, which is bad design.
The Long Hook is an upgrade for the Switch Hook. The improvment is marginal and the puzzles that require it feel confusing (I finally have the tool for this but it’s not working (before you know about the L2 version)), forced (this is the same puzzle but the anchor object is two tiles further away) or frustrating (oh of course I was supposed to know about the offscreen anchor).
The Long Hook has an entire dungeon dedicated to it.
It seems all my fond memories are actually from Oracle of Seasons. I wonder if they had parallel teams working on them.
I sorta had the same problem with Ocarina of Time. Was stuck in the Deku Tree basement. Didn’t know you had to use a stick with fire to burn cobweb. I thought the game was broken and was thinking about returning the game until I accidentally solved it by fucking around. Not sure if Navi explained it or not, but my English wasn’t very good when I was 10 and the game didn’t had my native language as an option.
When I was 5 or 6, my grandmother got a NES and three games. One was Crystalis.
Me and my two cousins played the game in turns, and we eventually got to the first boss, which was quite an achievement because there are puzzle elements to the game.
We could not beat this boss. Several years later, I have my own NES and I borrow Crystalis. I’m pretty sure I got to that boss again and realized something. Hitting him produced a sound that no other monster had. It sounded like hitting solid glass. I finally intuited that I wasn’t strong enough and leveled up to level 3, and wouldn’t you know it, I beat the boss.
It’s one of my all time favorite retro games. It was so ahead of its time. Worth playing if you’ve never tried it.
Back then on my GBA I got stuck in a Zelda Oracles dungeon for quite some time until I looked up what I was supposed to do. Turns out there was a hint, I had read it, but it was mistranslated and was garbled in my language.
It’s supposed to tell you running makes you jump farther. Translated text doesn’t mention jumping and instead sounds like a weird nonsensical idiom about “travelling far”. Specifically travelling in the sense going on a trip, not just going from place A to place B.
I had a similar problem with ocarina of time (and lemme tell you having to run around in not one but multiple times was a… blast…)
It was the first Gannon fight where you shoot the paintings… I’d never played a Zelda game before and it took me ages to give up and look it up (thankfully this was after the internet was born, and walkthrough sites were all over)
I got stuck in the first dungeon, because one room required pushing two blocks together but I didn’t even think any of these blocks could be pushed at all!
I don't know, man, I ran around hugging every wall of deserted Doom and Wolfenstein 3D levels that a) noclip became the default way to play those games, and b) Half-Life felt like an amazing breath of fresh air.
Well, Quake 2 did, I guess. Half-Life felt like the next-gen take on that idea.
Hello Kitty Island Adventure is similar to a very relaxed cross between Animal Crossing and Breath of the Wild. There are elements that depend on time passing in the real world such as socializing, holidays, and getting certain resources, and there are also a lot of very funny and cute storylines featuring all the Sanrio characters. You don’t need to be initiated into them to have a nice time (I sure wasn’t).
There’s no combat, but there are many other systems and areas to unlock that make the game feel deeper than it originally looks.
It also has multiplayer, if that’s something you’d use!
This sounds a little like the AC formula. In those games, I don’t really feel like I’m in the animus, so I think direct control over the hero should be thrown out, otherwise the bits where you’re not controlling the hero will feel out of place.
Inscryption is a very different game and I certainly felt more trapped, especially in the first third of the game. In that one, there’s an ever present reminder that you’re trapped, and there’s interesting stuff to so outside the main gameplay loop.
So you need to play as the princess and make interaction with things other than the hero fun, but not so fun that you don’t want to be rescued. I think you also need some kind of peril to give urgency as well. Some ideas:
elements from Prey - hide from your captor when helping your hero
puzzles and whatnot in your prison
periodic checkins - i.e. need to be in certain places at certain world times
You have to do some work for the tower’s master and/or you need to gather informations for the knight. That could be stuff like cleaning their orbs so they can ponder them later, preparing/finding magical critters to be used in their potions, putting away his stupid sentient magical artifacts that keep trying to escape or do some shenanigans… Whatever. And try to gather information/find escape routes etc. But imo if there is some knight gameplay, it should be a minor part of the experience, otherwise you will indeed feel like you’re just playing the knight.
Edit: I think you could still have a fair share of knight gameplay if you make the princess gameplay some sort of walking sim where you wander around the tower, possibly under time constraints, and when it’s over, your have a knight section. You can figure out tons of way to make these gameplay segments interact too. For example there could be roadblocks to the knights progression that require the princess to do/find something. That could be mixed with Libra’s idea of having the princess cast spells and do other stuff during the knight’s segments, by having the player find the spells/artifacts required during the princess segments
TLoZ: Spirit Tracks had you control Link primarily but you used Zelda’s ghost to possess things, help you fight, and solve puzzles. It would be hard for a solo dev, but you could have a knight with an AI that proceeded based on what paths you unlock for it. So the princess would be some sort of astral projection I guess. But then, you wouldn’t really feel trapped. Maybe you need to hide your activity from the dragon or distract it for a stealth aspect or resource management. You would need to balance swapping back and forth between your body and helping the knight. Might be easier to settle on an in-universe justification after figuring out the core gameplay.
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The princess has to find out where she is and how to get there and communicate that via a magical bird to her castle. She can find all the info in the magical tower she is in. Like a point and click adventure/escape room. The game should be full of puzzles the player needs to solve to procure more information for her knight in shiny armor.
You could do part puzzle game, part rts. What I mean by rts is that you can give the knight commands but you can’t control him directly. And maybe he doesn’t always do what he’s told, and you have to account for that somehow?
Could make for an interesting roguelike, too, as you try to help this endless stream of knights rescue you.
My wife is in love with Disney Dreamlight Valley! It’s like animal crossing but with Disney characters and in full 3D. She dresses her character up differently every few weeks. She looked like a reindeer for December/January, and it was so cute! They’re very heavy on the fairy/cozy decor aspect, and while the expansions are paid, they do have free updates every 3-4 months.
She also recommended Calico, which is an indie cat cafe sim at heart, but you also get to dress like a magical girl, design your home, ride around town on animals like giant foxes, dogs, red pandas, more cats, etc. Very cute and relaxing.
On Your Tail is a cute mystery game set in an idyllic Italian seaside town with beautiful storytelling and character development.
She seconds other comments encouraging Haven, pulls the heartstrings and relaxing with minimal combat.
There are also the HerInteractive Nancy Drew games, which are older but fun female-centered mysteries. She recommends Phantom of Venice and Last Train to Blue Moon Canyon.
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