I have thought about a sequel, but I figured out that I would need a stronger game engine than PuzzleScript (what this game uses) to create what I envision for the sequel. PuzzleScript does not allow for information to be transmitted between different "levels," which is why Remnant Labs actually uses a single huge level; my plans for the sequel would be more complex and lag would become a big issue, so until I learn how to use another game engine – and probably get a more powerful computer – I don't have plans to make a sequel.
However, I will probably make a different game of a similar style to Remnant Labs at some point, especially seeing how popular it has become, I just need to think up the right mechanics.
I'm wondering if perhaps you might have shed some light on why I usually don't care for PuzzleScript games?
This game, and a few others - Slime's Test for Intelligence (yes..one of yours) , might just be pushing the PuzzleScript game engine to the edge of it's capabilities because of how inventive you get.
You are obviously a fantastic developer. I would happily contribute to any kind of KickStarter to get you new hardware.
Thanks so much for the clarity of your update and an even bigger thanks for being a phenomenal developer!
Nice work! I liked how you combined the puzzle and exploration/metroidvania elements. The different mechanics worked well together and the level design did a good job of teaching the player about each element through progressively harder puzzles. The optional logs provided a nice extra challenge.
In my playthrough, I reached the exit early and then had to do a lot of backtracking to complete the map and find all the logs. I like that you gave the player a chance to go back for 100% completion instead of starting over from the beginning, but it felt a little tedious to wander around trying to figure out what I missed. I think this could be improved by adding map indicators for unsolved puzzles and inter-room connections.
This is undoubtedly the best PuzzleScript game I've ever played. I tend to lose focus on them pretty quickly, but this one had me engaged from start to finish, logs and all. When I got stuck it always felt like if I looked and thought a little harder I would figure it out, and I always did. (Even that little trick with the current in that one room in the bottom row.) Really fantastic work.
How did you get a plant in that position? This is caused by the way the reset system works, it’s the expected behavior for that room, but I didn’t think you could get a plant there.
After doing part of the room to the right, I reset A2, pushed the plant up to the top door, then came around through the bottom and to the right and pushed the plant down from the top door. I couldn’t figure out how to do the room to the right (I’m not looking at the map to tell whether it’s labeled B2 or A3) so I thought solving this room a different way might be involved. Although now I suspect that isn’t the case.
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how do you do e3?
ooh
i did it
I keep coming back to this Neonesque.
Any potential for a sequel in the future?
I have thought about a sequel, but I figured out that I would need a stronger game engine than PuzzleScript (what this game uses) to create what I envision for the sequel. PuzzleScript does not allow for information to be transmitted between different "levels," which is why Remnant Labs actually uses a single huge level; my plans for the sequel would be more complex and lag would become a big issue, so until I learn how to use another game engine – and probably get a more powerful computer – I don't have plans to make a sequel.
However, I will probably make a different game of a similar style to Remnant Labs at some point, especially seeing how popular it has become, I just need to think up the right mechanics.
I'm wondering if perhaps you might have shed some light on why I usually don't care for PuzzleScript games?
This game, and a few others - Slime's Test for Intelligence (yes..one of yours) , might just be pushing the PuzzleScript game engine to the edge of it's capabilities because of how inventive you get.
You are obviously a fantastic developer. I would happily contribute to any kind of KickStarter to get you new hardware.
Thanks so much for the clarity of your update and an even bigger thanks for being a phenomenal developer!
Does anyone here know how to beat B1?
Nice work! I liked how you combined the puzzle and exploration/metroidvania elements. The different mechanics worked well together and the level design did a good job of teaching the player about each element through progressively harder puzzles. The optional logs provided a nice extra challenge.
In my playthrough, I reached the exit early and then had to do a lot of backtracking to complete the map and find all the logs. I like that you gave the player a chance to go back for 100% completion instead of starting over from the beginning, but it felt a little tedious to wander around trying to figure out what I missed. I think this could be improved by adding map indicators for unsolved puzzles and inter-room connections.
This is undoubtedly the best PuzzleScript game I've ever played. I tend to lose focus on them pretty quickly, but this one had me engaged from start to finish, logs and all. When I got stuck it always felt like if I looked and thought a little harder I would figure it out, and I always did. (Even that little trick with the current in that one room in the bottom row.) Really fantastic work.
Nooooo, I got a game-breaking glitch. A2, when I hit reset this piece of vine doesn't disappear.
How did you get a plant in that position? This is caused by the way the reset system works, it’s the expected behavior for that room, but I didn’t think you could get a plant there.
After doing part of the room to the right, I reset A2, pushed the plant up to the top door, then came around through the bottom and to the right and pushed the plant down from the top door. I couldn’t figure out how to do the room to the right (I’m not looking at the map to tell whether it’s labeled B2 or A3) so I thought solving this room a different way might be involved. Although now I suspect that isn’t the case.
it do be like that sometimes tho