There’s a combination lock puzzle where you have to hold the mouse button down so it rotates 3 numbers instead of 2 with just a click. Nothing in the game indicates how this is supposed to work. There’s a line between being spoon-fed and being obtuse.
Edit: after looking around a bit, I think some of the later editions fixed that particular puzzle. You might have played a tweaked version that tightens up the puzzles.
Ah, that reminds me of Indiana Jones and the Fate of Atlantis. I was stuck at a door with no apparent lock or switch. I finally got mad and pushed it a whole bunch of times despite having tried to push it before and it didn’t work. Apparently, you had to push it a bunch of times to open it…
It’s worth playing if you want to design puzzle games. It’ll teach you how not to design puzzle games.
I disagree. The puzzles are great: interesting, engaging, genuine. The game just doesn’t spoon-feed the solutions.
There’s a combination lock puzzle where you have to hold the mouse button down so it rotates 3 numbers instead of 2 with just a click. Nothing in the game indicates how this is supposed to work. There’s a line between being spoon-fed and being obtuse.
Edit: after looking around a bit, I think some of the later editions fixed that particular puzzle. You might have played a tweaked version that tightens up the puzzles.
Ah, that reminds me of Indiana Jones and the Fate of Atlantis. I was stuck at a door with no apparent lock or switch. I finally got mad and pushed it a whole bunch of times despite having tried to push it before and it didn’t work. Apparently, you had to push it a bunch of times to open it…
I played several versions, including the first one on an iMac.
You’re right it’s not intuitive, but the whole game was intentionally hard and required the player to explore and try.