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.
See my video below (similar example with a straircase the appears/hides with a switch):
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?