Hey guys,
I'd like to announce the release of my new episode, The Conundrum. Grab it under the link below:
The Conundrum download from ModDB
This episode is solely based on solving puzzles, which are based on more or less known Build engine quirks - no new code is used for the puzzles. There are 6 levels (and an intro level) and while the visual style/design is similar in every level, each one has puzzles focused on something different. The levels are short, but the puzzles are quite challenging, so may take some time to figure out. Depending on the difficulty setting chosen, you will either be able to view the complete walkthroughs ("Hold My Hand" difficulty), hints ("Give Me a Clue" difficulty) or just the locations you are supposed to aim for within the level ("Too Much Free Time" difficulty). If you are stuck and want to check other levels, all of the maps besides the final one are also available right from the main menu, but the option to try them out disables the progression, so you would just play them as standalone maps.
The episode comes with EDuke32 version r-9597, which is recommended to play it. A lot of the puzzles are very sensitive on the changes.
Here's some more screenshots:
Thanks to my beta-testers who helped me a lot with balancing the puzzles in each of the levels!
Enjoy it! Comments and feedback is welcome as always!
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[RELEASE] The Conundrum episode "Love it or hate it"
#1 Posted 16 January 2022 - 03:15 AM
This post has been edited by Aleks: 16 January 2022 - 03:36 AM
#3 Posted 17 January 2022 - 08:17 AM
Congrats on the release! I was one of the beta testers and IMO this is a very cohesive package with some really original and challenging puzzles that requires some out of the box thinking.
Well recommended! I'll play the final version soon
Well recommended! I'll play the final version soon
#4 Posted 18 January 2022 - 09:29 AM
I haven't completed each level yet, but I enjoy this very much. I like the use of puzzles and the use of DN2 music is quite fitting. I think anyone looking for something quite different from the usual should check this out! Great work, Aleks!
#5 Posted 18 January 2022 - 06:04 PM
Congrats on release and happy belated!
Radar's video, always on point when it comes to mouse control. I'll show myself out...
Radar's video, always on point when it comes to mouse control. I'll show myself out...
#6 Posted 19 January 2022 - 03:43 AM
Thanks, guys!
And thanks for sending me that video from Radar, ck3D, watched it yesterday and it's quite interesting. He didn't seem to struggle more than I would expect with any puzzles, it's also funny how his way of playing makes some of the puzzles quite more complicated (the shrinker puzzle in 1st map for example), while he breaks one of the other puzzles in a way I wouldn't think is possible (but not something I'd intend to fix, if anything I kind of appreciate him finding another way of passing this one). Also he tackles the boss fight very well, I especially like how he's dodging the Overlord missiles right at the last moment.
And thanks for sending me that video from Radar, ck3D, watched it yesterday and it's quite interesting. He didn't seem to struggle more than I would expect with any puzzles, it's also funny how his way of playing makes some of the puzzles quite more complicated (the shrinker puzzle in 1st map for example), while he breaks one of the other puzzles in a way I wouldn't think is possible (but not something I'd intend to fix, if anything I kind of appreciate him finding another way of passing this one). Also he tackles the boss fight very well, I especially like how he's dodging the Overlord missiles right at the last moment.
#7 Posted 28 January 2022 - 04:51 PM
Played the episode. Picked "Too Much Free Time" difficulty, took me around 50 minutes. Enjoyed it quite a lot, but don't worry, I did find something to bitch about.
Let's talk build porn first, because from the technical point of view this is absolutely brilliant. Visually the episode is very stylish, the subdued beige/grey palette combined with minimalistic yet very diverse and well-tuned texturing works wonders for the map. Architecture is great (as expected), trimming is top of the line and the doors, man, the doors are great! Kinda reminds me of Lezing's "Last Pissed Time", this one had some crazy ass doors too IIRC. Really nothing to complain about here, this is basically premium design. Well done, dude.
Some of the puzzles legit made my head spin a bit, and some of the mechanics you've managed to find are legit new (mainly talking about the freezer puzzles).
Most of the puzzles here are some of the finest build porn one way or another, use of gate logic is beautiful. Also all of it works almost without a hiccup (more on that in a bit), which must've been a bitch to set up with all those complex mechanics at play. Great work here too.
From the gameplay perspective the episode is designed really well. I appreciate how short and to the point the puzzles are, the solutions were clear (I didn't get stuck once, at least not because I didn't know what to do), and I like the idea from VR Duke with those "restart" high voltage areas in case you royally fuck up. The addition of dymamic difficulty settings is also really awesome, I wish more people would use this feature. Layouts and architecture are also very well accommodated to the puzzles, nothing gets in the way, nothing distracts from the puzzles. The hints (which I checked out after beating the episode) were cool and easily readable.
Just really good design overall.
Now, about the actual puzzles. There were some I loved, some were of a "great, but" variation, and some I didn't enjoy. Spoilers from here on:
GREAT:
GREAT, BUT:
DIDN'T ENJOY:
That concludes my experience. As always, great work, keep it up! There's still room for improvement in terms of gameplay, but the episode overall is just excellent on many levels.
Lack of responses here is absolutely criminal. What the hell? Get over Randy, DNF or whatever. Play the maps. Support the game.
Let's talk build porn first, because from the technical point of view this is absolutely brilliant. Visually the episode is very stylish, the subdued beige/grey palette combined with minimalistic yet very diverse and well-tuned texturing works wonders for the map. Architecture is great (as expected), trimming is top of the line and the doors, man, the doors are great! Kinda reminds me of Lezing's "Last Pissed Time", this one had some crazy ass doors too IIRC. Really nothing to complain about here, this is basically premium design. Well done, dude.
Some of the puzzles legit made my head spin a bit, and some of the mechanics you've managed to find are legit new (mainly talking about the freezer puzzles).
Most of the puzzles here are some of the finest build porn one way or another, use of gate logic is beautiful. Also all of it works almost without a hiccup (more on that in a bit), which must've been a bitch to set up with all those complex mechanics at play. Great work here too.
From the gameplay perspective the episode is designed really well. I appreciate how short and to the point the puzzles are, the solutions were clear (I didn't get stuck once, at least not because I didn't know what to do), and I like the idea from VR Duke with those "restart" high voltage areas in case you royally fuck up. The addition of dymamic difficulty settings is also really awesome, I wish more people would use this feature. Layouts and architecture are also very well accommodated to the puzzles, nothing gets in the way, nothing distracts from the puzzles. The hints (which I checked out after beating the episode) were cool and easily readable.
Just really good design overall.
Now, about the actual puzzles. There were some I loved, some were of a "great, but" variation, and some I didn't enjoy. Spoilers from here on:
GREAT:
Spoiler
GREAT, BUT:
Spoiler
DIDN'T ENJOY:
Spoiler
That concludes my experience. As always, great work, keep it up! There's still room for improvement in terms of gameplay, but the episode overall is just excellent on many levels.
Lack of responses here is absolutely criminal. What the hell? Get over Randy, DNF or whatever. Play the maps. Support the game.
This post has been edited by Mister Sinister: 28 January 2022 - 04:57 PM
#8 Posted 29 January 2022 - 03:04 AM
Thanks for the comments, man, I really appreciate the review you wrote here Must admit I was especially curious about how you would find the experience here (now also looking forward to High Treason playing it).
Just a few more specific responses, which I will keep in the spoiler tags altogether:
Just a few more specific responses, which I will keep in the spoiler tags altogether:
Spoiler
#9 Posted 30 January 2022 - 01:09 AM
My experience for the most part mirror's Mister Sinister's thoughts above.
Spoiler
This post has been edited by quakis: 30 January 2022 - 01:12 AM
#10 Posted 30 January 2022 - 04:38 AM
Mister Sinister, on 28 January 2022 - 04:51 PM, said:
GREAT:
The mouse puzzle. That lovely mouse - quite literally so because really, what great social commentary using nothing but Duke 3D's stock assets - like most relationships, it simply didn't go where I needed it to go. I think there's at least some kind of behavior programmed, as it sometimes approaches the player and sometimes moves away from the player, but you have no control over that. I spent like 5 weeks trying to convince the fucking mouse to come over for Netflix and chill.
Lack of responses here is absolutely criminal. What the hell? Get over Randy, DNF or whatever. Play the maps. Support the game.
The mouse puzzle. That lovely mouse - quite literally so because really, what great social commentary using nothing but Duke 3D's stock assets - like most relationships, it simply didn't go where I needed it to go. I think there's at least some kind of behavior programmed, as it sometimes approaches the player and sometimes moves away from the player, but you have no control over that. I spent like 5 weeks trying to convince the fucking mouse to come over for Netflix and chill.
Lack of responses here is absolutely criminal. What the hell? Get over Randy, DNF or whatever. Play the maps. Support the game.
💯
#11 Posted 30 January 2022 - 07:53 AM
Thanks for the comments, Quakis! Yeah, I don't think I will release any updated version of this one, it was mostly a "quick" project and I actually really enjoy how different are people's reactions. I also don't mind that some puzzles can be solved differently, since it's nothing that breaks them and the alternate solution seems not to really be easier than the "intended" one.
BTW, Quakis, would love to see more reviews from you on Abandoned Workshop!
@MRCK: LMAO Did the mouse agree though?
Spoiler
BTW, Quakis, would love to see more reviews from you on Abandoned Workshop!
@MRCK: LMAO Did the mouse agree though?
#12 Posted 30 January 2022 - 10:52 AM
The joke was on the mouse as I don't do Netflix, nor do I do chill. It was all whirlwind, heat and flash. In a week we resorted to DNKROZ, DNCLIP and hit the road.
#13 Posted 06 February 2022 - 10:39 AM
#14 Posted 07 February 2022 - 08:28 AM
Congrats, that's a nice score! And well deserved, seeing how creative and well put together this is. I'll try to find some time to play the final version this month
The comments on the mouse puzzle are hilarious to me, as I screamed 'THAT DAMN MOUSE' many times in my first beta report.
Believe when I say that puzzle used to be much much harder. So if you find it frustrating now, try to imagine what the beta testers had to go through!
The comments on the mouse puzzle are hilarious to me, as I screamed 'THAT DAMN MOUSE' many times in my first beta report.
Believe when I say that puzzle used to be much much harder. So if you find it frustrating now, try to imagine what the beta testers had to go through!
#15 Posted 07 February 2022 - 01:03 PM
Merlijn, on 07 February 2022 - 08:28 AM, said:
Believe when I say that puzzle used to be much much harder. So if you find it frustrating now, try to imagine what the beta testers had to go through!
Spoiler
#16 Posted 07 February 2022 - 03:54 PM
Merlijn, on 07 February 2022 - 08:28 AM, said:
So if you find it frustrating now, try to imagine what the beta testers had to go through!
It still gives me nightmares.
Aleks, on 07 February 2022 - 01:03 PM, said:
Spoiler
Spoiler
#17 Posted 13 February 2022 - 04:20 PM
Got around to playing it (as you know, you watched me do it!)
Great stuff and the only criticism I have is what was already mentioned, that some puzzle solutions rely on random AI actions. I learned about some Duke quirks as well that I didn't know were a thing, like the freezer stuff.
Out of the bunch I liked the first level the least as it's not entirely obvious (except in hindsight) when you're softlocked and need to reload/kill yourself.
Favourite level was probably Freeze though I also got the bug (?) where that one crane would just drop me in the lava. Don't know how I survived. Plot Twist was great as well cause there was no reliance on random elements in that one. Friend or Foe is a close second favourite if not for the Battlelord refusing to fire a mortar for the longest time
Wouldn't mind more of this
Great stuff and the only criticism I have is what was already mentioned, that some puzzle solutions rely on random AI actions. I learned about some Duke quirks as well that I didn't know were a thing, like the freezer stuff.
Out of the bunch I liked the first level the least as it's not entirely obvious (except in hindsight) when you're softlocked and need to reload/kill yourself.
Favourite level was probably Freeze though I also got the bug (?) where that one crane would just drop me in the lava. Don't know how I survived. Plot Twist was great as well cause there was no reliance on random elements in that one. Friend or Foe is a close second favourite if not for the Battlelord refusing to fire a mortar for the longest time
Wouldn't mind more of this
#18 Posted 14 February 2022 - 04:01 AM
Sangman, on 13 February 2022 - 04:20 PM, said:
Got around to playing it (as you know, you watched me do it!)
Great stuff and the only criticism I have is what was already mentioned, that some puzzle solutions rely on random AI actions. I learned about some Duke quirks as well that I didn't know were a thing, like the freezer stuff.
Out of the bunch I liked the first level the least as it's not entirely obvious (except in hindsight) when you're softlocked and need to reload/kill yourself.
Favourite level was probably Freeze though I also got the bug (?) where that one crane would just drop me in the lava. Don't know how I survived. Plot Twist was great as well cause there was no reliance on random elements in that one. Friend or Foe is a close second favourite if not for the Battlelord refusing to fire a mortar for the longest time
Wouldn't mind more of this
Great stuff and the only criticism I have is what was already mentioned, that some puzzle solutions rely on random AI actions. I learned about some Duke quirks as well that I didn't know were a thing, like the freezer stuff.
Out of the bunch I liked the first level the least as it's not entirely obvious (except in hindsight) when you're softlocked and need to reload/kill yourself.
Favourite level was probably Freeze though I also got the bug (?) where that one crane would just drop me in the lava. Don't know how I survived. Plot Twist was great as well cause there was no reliance on random elements in that one. Friend or Foe is a close second favourite if not for the Battlelord refusing to fire a mortar for the longest time
Wouldn't mind more of this
Yeah was cool to watch it, thanks for the stream, although I have to admit I kinda feared you would get too annoyed and rage-quit after like 25 minutes with the cranes It might have been too soon to throw that at the player as a first thing, but I wanted to start with something that will already set the mood for the whole thing and probably worked, because then you didn't have much problems with other puzzles.
Spoiler
Freeze! seems to be a fan favourite so far. Getting shattered at the crane part wasn't a bug, it just needs really tight timing. Also you seemed to fare really well with all the most "AI random" puzzles like the mouse or troopers shooting targets (much better than I'd expect of someone trying these for the first time at least). With Battlelord it was my error that the elevator wasn't more clearly marked I think, but it never occurred to me before seeing you play this.
You can try Length Padding and Plot Twist on the 3rd difficulty setting, as they have the most significant changes (no panels between the troopers and the hovering platforms moving at twice the speed, respectively). I'm personally kinda full of making puzzle maps for a bit, but I do have some ideas on implementing different puzzles in further maps, just not so "engaging". Wouldn't mind someone making a The Conundrum user level tho, maybe you can suggest that to your AMC Squad minions The feedback and reactions from people watching yesterday were also very nice.
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