Quote from: cat on Thu 08/06/2023 19:42:58Quote from: Babar on Thu 08/06/2023 04:19:03I dunno if we should lock access to seeing complex features behind complex puzzles. If the purpose is to help the player understand how to implement reflections, for example, and reflections is considered a complex feature, it seems odd to require the player to either complete a maze or figure out which ingredients of a sandwich to give a guard so that they can access that room to see the reflection in action.
I agree. I think all rooms should be accessible from the start. Of course, the separate locations should be grouped on the map (e.g. Beginner Village, Intermediate Fields, Advanced Woods) but all available from the start.
Something I might propose as an option is to have walkthrough and tutorial modes, or rather have a proper walkthrough, but also an option to unlock all rooms at once. Of course in such case a walkthrough has to be scripted with a thought that player may arrive to a room without passing previous stages, in which case it might give necessary inventory items, for instance, or have each room self-sufficient and not depending on other rooms.