![]() He also said he would bring back the menu, since hiding it in Submachine 2 hadn't been a very good idea. He also said that he'd heard the negative reactions to the puzzle where you had to catch four sticks in a small square in the previous games, and would focus on brain puzzles exclusively in future installments. On the 5th of July 2006, Mateusz stated that development was going smoothly and that the game would be finished within a month, provided he would get the music for it. When Submachine 2: The Lighthouse was released on the 13th of June 2006, development for Submachine 3 was already said to be on the way. Unique among the Submachine series, two endings are possible: the first, in which the player collects a leaf and "breaks the Loop," escaping and the second, in which the player solves the final puzzle and starts falling down the Loop, eventually dying of dehydration from the long (endless) fall. ![]() To navigate the Loop, at the beginning the player finds a compass which shows the coordinate pair of their current location. For example, the room two rooms to the right and one up from the origin (0,0) is called (2,1). It is soon evident that the Loop, the structure the game takes place in, is actually an infinite coordinate plane with each room representing a point. The only difference is that some feature maps, levers or other puzzle-related devices. ![]() The player begins in a room - the origin, (0,0) - in each of the 11 puzzles and by moving up, down, right and left can move to exact replicas of the starting room.
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