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It's A(door)able

ncase.me

71–80 of 122 posts

Re: It's A(door)able

#71
post #22
post #3

Adding the time limit and actually making the clock go faster when a player is (purposefully) going off the rails is a sinister trick to ensure that players get the expected ending message. Clever that the programmer throught of these cases.

Hmmm. I tried about a dozen times before giving up. I thought the game was broken before reading your comment. Nothing in the game visually indicates that going back is worse than going forwards. As the level is symmetrical, the distance is literally the same. A one-way door, or crumbling floor, would have been easy solutions I think.

Theres momentum, turning around is much slower than moving forward like most games

Re: It's A(door)able

#72
post #10

Earlier quoted context omitted.

I tried to go wrong way and i was not able to do. Thanks for telling us

"A good programmer is someone who always looks both ways before crossing a one-way street." -- Doug Linder

In tourist-filled parts of the world where they drive on the left side of the road (e.g. UK, Australia, Japan), you sometimes see signs reminding the tourists to look right before crossing the road.

Re: It's A(door)able

#73

The author has an interesting game about "trust": https://ncase.me/trust/

I think game theory is really cool and all, but I'm not sure it actually has much relevance for analyzing human behavior. It is always taught in that way, to simplify it for undergrads, but the mathematical concepts, I think, are significantly more important than the "ethical" questions.

Re: It's A(door)able

#75
post #72

Earlier quoted context omitted.

"A good programmer is someone who always looks both ways before crossing a one-way street." -- Doug Linder

In tourist-filled parts of the world where they drive on the left side of the road (e.g. UK, Australia, Japan), you sometimes see signs reminding the tourists to look right before crossing the road.

London in particular has the signs ("Look left", "Look right") written in words on the road surface itself at obvious crossing points, especially near stations etc. So pedestrians look down at them as they go to cross the road.

Re: It's A(door)able

#78
I did it wrong! In the middle one, I didn't make a heart -- I went to and fro both on the left side, so it ended up looking more like a backwards question mark than a heart!

Re: It's A(door)able

#79
post #71
post #22

Earlier quoted context omitted.

Hmmm. I tried about a dozen times before giving up. I thought the game was broken before reading your comment. Nothing in the game visually indicates that going back is worse than going forwards. As the level is symmetrical, the distance is literally the same. A one-way door, or crumbling floor, would have been easy solutions I think.

Theres momentum, turning around is much slower than moving forward like most games

But that's not what this game is doing though. I fumbled and reversed direction picking up the key and still got to the door in time.

Re: It's A(door)able

#80
post #71
post #22

Earlier quoted context omitted.

Hmmm. I tried about a dozen times before giving up. I thought the game was broken before reading your comment. Nothing in the game visually indicates that going back is worse than going forwards. As the level is symmetrical, the distance is literally the same. A one-way door, or crumbling floor, would have been easy solutions I think.

Theres momentum, turning around is much slower than moving forward like most games

IMO, the game design mistake here was having too little momentum. There should be an excessive amount of momentum, so the player immediately understands that the levels will be impossible if they turn around.
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