• Skua@kbin.earth
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      12 hours ago

      From the moon logic puzzle entry on the game’s own page’

      Practically every puzzle in the game requires the player to either use highly unconventional logic, or be a psychic:

      Can’t open the garage? You’d think you need to find the garage opener, right? Wrong. You need to use a workout machine, then open it with pure strength.

      How does one open an envelope? With their hands? Or through a microwave? (Mind, you can open the envelope with your hands — you just shouldn’t, because that tears it, making it unusable for re-mailing, which is crucial for several characters’ paths through the game. It’ll depend on your team composition whether you can get past that or not.)

      Yeah fuck this game

      • Malix@sopuli.xyz
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        12 hours ago

        Admittedly, I haven’t played MM further than the first few minutes, I like old adventure games (esp. LucasArts ones), but just haven’t bothered with this one.

        I suspect the garage puzzle probably has some hint, like “it’s too heavy/I’m not strong enough” when attempting to open it, so the player atleast can figure out that strength training is a thing. Still a bit of a stretch, as it’s cartoon logic to actually become stronger after one workout - but… it is a cartoony comedy game.

        The envelope thing sounds like one of those “needs a crystal ball” -things that many of the games of the era unfortunately had. I don’t think people even at the time appreciated the “dead man walking” -design. Must be fun for the softlock to become apparent hours or days later. It’s just a dick move design-wise.

        • frongt@lemmy.zip
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          8 hours ago

          On the other hand, should a game be designed to allow you to do all the things in one playthrough? Personally, I like when a game gives you different paths and reasons to replay it.

          • Malix@sopuli.xyz
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            4 hours ago

            doing everything in one playthrough is not the same as softlocking the game. Exclude one path, sure. Softlock? Bullshit.

          • Skua@kbin.earth
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            6 hours ago

            There are others way to achieve those end goals, though. Mutually exclusive paths are usually going to feel much better than some unforeseeable bullshit

        • Taldan@lemmy.world
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          10 hours ago

          Crystal ball drsign was usually intentional, to make the game last longer

          Most of game design then was finding creative ways to stretch their resources to make a game last longer