Hacker News new | past | comments | ask | show | jobs | submit login

Problem is that games like Machinarium are still just "hunt the live pixel". You have to hope you get close enough to the active object in order to notice it/grab it/operate it. On a larger resolution, this can be quite maddening.

Game Designers: How about making the useable objects more noticeable (like a glimmer or something). Also having the puzzles make sense goes a long way.




I rather liked the Grim Fandango's mechanism for solving this problem; Manny would turn to look at an interesting object when he walked past it.


I think it was in Simon the Sorcerer: a hotkey that highlighted all clickable objects.


Yeah, that's the route we took with Scarlett on the iPhone as well — there's just an icon you can touch to highlight everything of interest. I'm not sure why it hasn't been a standard feature of the genre; maybe some people enjoy pixel-hunting?


I don't really agree -- I found that I could reason out where to go around 95% of the time, and for the other 5% I had the handy in-game guide.




Consider applying for YC's Spring batch! Applications are open till Feb 11.

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: