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		<title>cocos2d for iPhone &#187; Topic: Recording / Playback / Paradox game design discussion</title>
		<link>http://www.cocos2d-iphone.org/forum/topic/1524</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 01:39:21 +0000</pubDate>
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			<title>friken on "Recording / Playback / Paradox game design discussion"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1524#post-9480</link>
			<pubDate>Wed, 26 Aug 2009 01:37:20 +0000</pubDate>
			<dc:creator>friken</dc:creator>
			<guid isPermaLink="false">9480@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>lindgenM, thanks for the input. I think I've hit a little bit of a mental creative wall. The fun factor was all perfect in my head when I started and now that I have implemented about 1/2 of the game-objects I had in mind it doesn't feel like enough 'fun'. I think one reason is because puzzle games do not feel 'fun' until there are clever puzzles designed. Level design isn't really something I've had the time for yet and won't until I get the rest of the base gameplay objects functional. I've made other more action games in the past and it is easy to feel the fun factor as soon as you get the sword swinging or the bullets firing, etc. Puzzle games are a little slower to feel the reward as a developer. I think I'll stick with the ghost/replay concept and coming up with as clever of gameobjects/puzzles as I can.
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			<title>Mitch Lindgren on "Recording / Playback / Paradox game design discussion"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1524#post-9479</link>
			<pubDate>Wed, 26 Aug 2009 01:26:59 +0000</pubDate>
			<dc:creator>Mitch Lindgren</dc:creator>
			<guid isPermaLink="false">9479@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Braid on the XBLA was insanely successful using this same mechanic.  Of course, one could argue that the Xbox 360 is more of a "hardcore" game market, but most of the XBLA games are still pretty casual.  It's hard to say for sure, but I think if executed properly it could work pretty well.  What you've got there so far looks pretty neat.
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			<title>friken on "Recording / Playback / Paradox game design discussion"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/1524#post-9470</link>
			<pubDate>Tue, 25 Aug 2009 22:34:31 +0000</pubDate>
			<dc:creator>friken</dc:creator>
			<guid isPermaLink="false">9470@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm working on a project with a player recording playback system where you have to work with yourself to solve puzzles. Think of it like ground-hog-day the movie where you get to redo what you already did... sorta. Per a previous thread, the concept is similar to cursor*10  and chronotron (flash games). I've got the project far enough to see how the system will play. I would like some input on a few game-play/design decisions. First, what do you guys think of the paradox you can create as a player and what the game should do about it? For example: you play character 1, and unlock the door for character 2, character two goes through the door, then character 3 locks the door before character 2 can go through, thus character 2 can no longer do what they did the first time.</p>
<p>See my video below (similar example with a straircase the appears/hides with a switch):<br />
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<p>chronotron immediately ends play for that level as failed and has the player restart. I don't like that way as you could still solve the puzzle without what the paradox character did after the paradox occurred. Cursos*10 didn't do anything to keep this from happening. I'm struggling with the fun-factor of the puzzles while trying to keep the basic gameplay simple to understand/play. I'm even considering ditching time playback all together for something like... eat cake and you split to two characters and control both at the same time. Anything to keep the core gameplay concept simpler. I'm starting to worry that the chronotron / cursor*10 type game maybe too complex for iphone mass market? thoughts?
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