How? I was born early in the 90s. My childhood missed Roblox and I had no will to play it.
You're just as wrong about this ad-hominem attack on me as you were about the last one. Maybe instead of attacking users on baseless hypotheticals that reveal how young you are, you can focus on being helpful.
I still have more criticism on the game for the puzzles themselves -- one relevant bit of childhood experience I did have growing up was a puzzle MMORPG with
up to 300 vs 300 member battles of player vs player or player vs NPC on one screen.
If you figure out which game that is you'll realize I'm kinda old and carry some game experience. The game ValKaree lacks actual puzzles and instead offers fetch quests with descriptions of various obfuscation levels.
It's a simple game so I'll credit it on integrating platforming-like elements in its walking gameplay (dodging traps) and puzzle-like gameplay in its combat (order of operations for actions). What the game distinctly lacks is a more firm form of puzzle. I'll try to elaborate on what I can remember in this brief window.
If a game is anything but main menu UI and a single kind of puzzle, you can treat it as a multi-genre game. It takes effort and further design resources to go from adventure game to puzzle game, so most of the time a game would be at most a 2-genre game, that is your main game and the smaller one. Like Nier Automata's spaceship-shooter style levels, Bioshock's pipe maze completion puzzles, and "enter the password" puzzles. But note that last one isn't a fully self-contained puzzle. When you need a puzzle for few resources, you want the logic to be puzzling without more coding or art. So let me suggest some helpful ideas.
- Try not to rely on fetch quests, but know many things abstracted become fetch quests -- a kill quest that you need to tell an NPC about completing is just a fetch quest where you kill stuff and deliver verification.
- Quizzes are king for puzzling on lack of investment. From SCUMMs to that notable section of Banjo-Kazooie to some combination lock you need a code for, putting clues in your environment is a way to make a puzzle on the fly. The trouble is, if your puzzle is really the kind of thing that is subconsciously answered within 10 seconds and has no wrong answers, it doesn't make for a good puzzle.
In ValKaree some paths are obfuscated by a kind of riddle-hint, but most of them you know the answer to immediately even before you see the room where it becomes relevant so the puzzle is too easy. On the other side, sometimes a hint is given that does not seem very related to what you'll be seeing past, present, or future. It's a stronger puzzle, and it's fine for some players to feel stumped, but if there's only one hint and it feels too removed from the solution discovered players will think it feels cheap and they'll regret the experience. That's normal in a puzzle game, just be careful and put a 2nd hint around somewhere.
- If you're going for a more robust puzzle try to make sure it's within 1 room or 2 neighboring rooms. Walk-Fetch-Backtrack is a loop people get tired of extremely quickly, hence why highly-rated games have a variety of puzzles but they're usually all contained in one room, even if the room has to be giganta-huge with lots of verticality. This is the expectation for puzzles with mandatory progress requirement, especially. You don't want players to need to try too hard for mandatory puzzles -- your player will drop the game if the puzzle is mandatory and the game is not fun enough to justify the effort and time.
If you want to give players optional rewards, the puzzle components can be spread far apart across rooms or even whole continents like Baldur's Gate, Divinity: Original Sin, or any other good CRPG. The more motivation there is for a prize, the more time and effort players will be glad to put in. Although ValKaree currently uses combat as a puzzle so it's currently not a good idea to put weapon upgrades behind optional puzzles they could miss.
- Small puzzles with new mechanics can substitute for any complex task, how much you want them involved is up to you. Anything from combat to healing to movement speed on a set course to how many resources you can gather to more exciting crafting. If you expand the game and tell a story with more elements you can justify new puzzles.
In short, proper puzzles can go a long way to help this game feel better. Part of the reason why puzzles can be good enough carry whole games is that it takes less art to make colored squares and circles than it does to make characters and animations. It takes less thought to figure out the right way to make a puzzle screen interactive than it takes to make a span of combat through a landscape feel interactive
enough to be
good. If everything happens on one screen quickly, the player doesn't feel bored by walking around.
My previous suggestion post focused on the action part which can make the game better even if there were zero or lame puzzles, but for less effort and resources puzzles can be used instead. If the game had very few major battles it would be boring (which it was, there were no boss fights). If the game wants to have varied live-action boss fights then it'd have to majorly change with an outright better combat system, which is difficult and costly. However, if the bosses were puzzle fights then there is less effort involved in art and mechanics. One puzzle that gets faster, more challenging, and more complex over time can cover every boss fight this game could have in a fun way.
I hope one day ValKaree will be more enjoyable. Games are entertainment made of dreams and passion, so I'd gladly throw in my own perspective if it helps the end result.