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.
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.
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…