June 2024 Development Update
Hi all, Tom here!
So it finally happened - I finally got some actual proper time to work on the next section of CRT7 and I don't mind telling you it was flipping awesome to get back to it! Motivated by the huge increase of wishlists the game received during the Cerebral Puzzle Showcase, I got a lot done! Let's talk about it a little, shall we?
The first important part is that the next Staff Door code sequence has been (mostly) completed! Players can find all the information they need around the room, solve a new type of puzzle, and open the impossible door again. There are two entirely new books (available in both printed and handwritten style) to pour through, and more devices to interact with. Which reminds me:
The design of CRT7 is one where the room you are in slowly unlocks, with more devices, surprises, and interactions between everything becoming apparent as you play. I think that's awesome in puzzle games... but it is also a tricky balancing act. Give people free reign immediately and people get lost (trust me, I tested it!) Leave it too late and people struggle when more freedom eventually arrives. Part of this month's work was figuring out how to introduce these interconnections effectively and I've setting on something I'm quite happy with. This stage I've been working on is more open and interconnected than the demo, but still somewhat fenced in to keep people pointed in broadly the right direction. Still, if you're looking for puzzles that trust you to pay attention, combine, and transform information I think you'll be quite happy.
Plus, a new Staff Door code means another subroom needs to be made. This one is rather green...
The above is obviously a work in progress, but I'm a big fan of the retro green CRT + art deco style that has emerged, particularly on an octagon grid. The lighting is reactive again too, so it really can light up a room! If you've played paper puzzles before you might have an inkling of the direction this is going, but I hope it will have a few interesting twists even for the expert paper puzzler. The basic rules are decided, and puzzles are solvable within its own rule set. Perhaps most importantly, the code is in so the game can tell when the solution is valid as well. There are a few more rules I'd like to add, and this month I'm going to design the specific puzzles to solve, and then move onto the final two Staff Door codes where the gloves definitely come off and some really fun surprises live.
Want to keep up to date with development, help out a (mostly) solo dev, or just be told when the game released? Well, a wishlist is a massive help and as you've seen really motivates me to make more puzzles for you all!
https://store.steampowered.com/app/2096780/CRT7/
Take care and see you all soon!
-Amicable Animal
So it finally happened - I finally got some actual proper time to work on the next section of CRT7 and I don't mind telling you it was flipping awesome to get back to it! Motivated by the huge increase of wishlists the game received during the Cerebral Puzzle Showcase, I got a lot done! Let's talk about it a little, shall we?
Returning to the Basement
The first important part is that the next Staff Door code sequence has been (mostly) completed! Players can find all the information they need around the room, solve a new type of puzzle, and open the impossible door again. There are two entirely new books (available in both printed and handwritten style) to pour through, and more devices to interact with. Which reminds me:
The design of CRT7 is one where the room you are in slowly unlocks, with more devices, surprises, and interactions between everything becoming apparent as you play. I think that's awesome in puzzle games... but it is also a tricky balancing act. Give people free reign immediately and people get lost (trust me, I tested it!) Leave it too late and people struggle when more freedom eventually arrives. Part of this month's work was figuring out how to introduce these interconnections effectively and I've setting on something I'm quite happy with. This stage I've been working on is more open and interconnected than the demo, but still somewhat fenced in to keep people pointed in broadly the right direction. Still, if you're looking for puzzles that trust you to pay attention, combine, and transform information I think you'll be quite happy.
Plus, a new Staff Door code means another subroom needs to be made. This one is rather green...
Glowing Green Phosphors
The above is obviously a work in progress, but I'm a big fan of the retro green CRT + art deco style that has emerged, particularly on an octagon grid. The lighting is reactive again too, so it really can light up a room! If you've played paper puzzles before you might have an inkling of the direction this is going, but I hope it will have a few interesting twists even for the expert paper puzzler. The basic rules are decided, and puzzles are solvable within its own rule set. Perhaps most importantly, the code is in so the game can tell when the solution is valid as well. There are a few more rules I'd like to add, and this month I'm going to design the specific puzzles to solve, and then move onto the final two Staff Door codes where the gloves definitely come off and some really fun surprises live.
Want to keep up to date with development, help out a (mostly) solo dev, or just be told when the game released? Well, a wishlist is a massive help and as you've seen really motivates me to make more puzzles for you all!
https://store.steampowered.com/app/2096780/CRT7/
Take care and see you all soon!
-Amicable Animal