DEVLOG #34

February 11, 2024

I started this week off with a bang by fixing the chemical puzzle (har har). After a bit of playtesting, I determined that the logic behind the game was far too opaque, making it too difficult to make an informed, logical conclusion from the information. So I changed up the game logic once again.

Now the logic is as follows: there are three different chemicals, informally “weak”, “medium”, and “strong”. The goal of the puzzle is to find the two “medium” chemicals by mixing pairs together. Overall weak mixtures will make noise and sometimes summon a monster. Overall strong mixtures will blow up prematurely. Weak + strong mixtures will fizzle out, and only the medium + medium mixture will blow a hole in the door. The player can then make logical conclusions about the chemicals in the mixture from the narration text.

If you’re in a lab long enough, you’re gonna have an accident.

I then started work on another floor based puzzle, the promised logic gate puzzle. The premise of the puzzle is that the player will see several ports in the wall next to the door. The ports are either “high” or “low” voltage, indicated by a wide bright line or a narrow line. Several power sources are arrayed throughout the room as well as some logic gates. The goal is to match the ports to the inputs using the logic gates.

Each logic gate can be swapped between one of its two states. No information is given on which kind of logic gate they are, but they will be one of the three primary non-negated binary types (OR, AND, and XOR).

Wires and pylons.

Unfortunately, I didn’t have enough time this week to finish everything with this puzzle. I’m not 100% happy with it since there are too many solutions to the puzzle, but I am confident I can work something out.

Expect me to push an update in the next few days with what I have, including some bugfixes I made. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.

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