(Jeremy Freese again.) Yeah, I painted myself into a corner with the alternative solutions issue. Violet is my first game, and the vast majority of the programming/IF-learning-curve was after the basic structure of the puzzles was already set. I had the idea to have the solutions of the puzzles all be thematically related. I decided even to have the game-story lean on this tie among solutions. Then, mostly from beta-tests, I came to appreciate other alternative solutions that would make sense. So I had to figure out ways to rationalize disallowing some solutions that would have made otherwise sense to allow. I still like the idea of thematically-connected solutions, but it involved a bigger tradeoff with gameplay than what I appreciated.
Re: violet
Date: 2008-11-19 04:48 (UTC)