Just was wondering what people's thoughts are on the best way to present levels in puzzle games: *Make player complete levels one at time. Can't proceed to next level until you beat the current one (ie Moonlights, Geared) *Let them play any level they want at any difficulty level. ie let them play hardest levels or easiest ones, totally freeform (ie Theseus) *Let them play any level they want at the current difficulty, and only proceed to next difficulty once they've beaten them all (ie Blocked) There's pros and cons for all of them -- would appreciate your thoughts as players/developers/puzzle fans. Thanks!
If the levels are fixed, and have increasing difficulty, I'd have them locked. If all or part of the levels are randomized, I'd be more inclined to open them up. My favorite mechanism is what Donut Games does - beat score X to open the next level, beat scores Y and Z to get additional stars for that level.
I'd like to go for any level I please. I don't like getting stuck at a level and then not being able to move on to something else. If not, let me play any level on the current difficulty, then unlock higher difficulty levels when I finish those.
Toki Tori has the best system. You can use a wildcard to skip a level (only have one) and get it back when level is completed. It allows you to take a break from a certain puzzle to clear your head, but still should be completed.
I like locked but having like 3 open. This reduces stress on a single level while still enabling you to progress. If that makes sense.
If score submission and leader boards are involved then I think it is really nice when puzzles can only be completed once.(forwards motion) It puts more pressure on the player to perform well. Also prevents scores from becoming worthless when spoilers submit near perfect numbers on every game. We try to have 3 or 4 levels to be able to jump back and forth when a player needs a different grade of puzzle or a break from a hard.
some really good ideas and feedback here -- a lot of variety as well -- perhaps it partly depends on the gameplay, ie some puzzles are overall more fun so players have more patience to go level by level and retry, whereas some puzzles are frustratingly difficult and just feel good to solve (not necessarily play). what do you think?
in my game,people can choose what ever level he like because users had paid for it, why make it hard from them?
Interesting poll. There's been over 150 views, but only a small number of votes. Does that mean the majority of people don't have strong feelings I wonder? Allowing more freedom with level selection is more important of your target audience is young. You don't want young players to lose confidence when they get completely blocked.
I think it completely depends on the game. I personally like the feeling of accomplishment in beating a level and having the next unlocked. That said it is really frustrating when you get stuck on a level. I like the idea of a wildcard system, or unlocking 3 at a time.