By Craig Pearson on July 19th, 2013 at 8:00 am.
There are very good reasons why adventure games are not emergent. If the colander isn’t found under the pig then there will be no way to strain the pasta to feed to the the astronaut that will make him bloated so he’ll adjust the orbit of the moon so that the waves are choppier and the lady on the boat leaves her door unlocked because she needs to go hurl. It just won’t happen. But that’s part of a problem with the mechanics of adventure games that Adventurezator: When Pigs Fly is attempting to solve. It’s an adventure puzzle game that emergently generates puzzles with solveable solutions. What I’m saying is: if you have a sieve instead of a colander, that’ll work just as well. In addition to that, players can easily build their own puzzles. The Kickstarter elevator pitch, in an actual elevator, is below.
It’s rather neat. Levels are built with systems rather than single-choice solutions. So a mug is a chalice is a cup, and all three will work if you need something to tote water about. Hooray!
The biggest problem I have is that they keep showing simple solutions. I get that there’s a need to make things seem slick and easy to use, but show me something more complex and interesting. I want to see what the game’s capable of at a higher level in addition to how simple it is.
At least the editor walkthrough below shows there’s plenty of variables to mess with, and even the time of day could have an effect on something you build. It’s a step in the right direction. More, please.
It’s also on Greenlight, begging for an upvote.