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Member
(12-10-2011, 03:55 PM)
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#351
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Member
(12-10-2011, 03:57 PM)
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#352
Am I the only one who thinks this game is perfectly playable with the 3D off?
Granted some people thought Mario was impossible with 3D off and I dont get them either. I think the 3D is the best on the system for sure, but when I play it in 2D the game doesnt become magically unplayable. |
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Member
(12-10-2011, 04:03 PM)
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#353
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Member
(12-10-2011, 05:13 PM)
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#360
But I suppose "This game is substantially worse and almost unplayable in 2D!" is going to be expressed in threads for any 3DS game that has well done 3D so Ill just drop it. |
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Member
(12-10-2011, 06:00 PM)
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#363
thats the best part. even if youre sliding, pushing and pulling for an hour, if you find a solution, you can share. great way to keep the game fair. as soon as i unlock my 32x32 grid im going heavy into NES sprites. prepare yourself GAF!!
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Banned
(12-10-2011, 06:41 PM)
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#367
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Member
(12-10-2011, 06:58 PM)
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#369
if all the praise in this topic hasnt garnered your reaction, im not sure more words will. the game has infinite gameplay and a GAF community thats active. i know ill be making as many puzzles that havent been done as possible.
Last edited by panama chief; 12-10-2011 at 07:00 PM.
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I was a child w/horrible taste
(12-10-2011, 07:41 PM)
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#376
It's very hard to stop playing this once you've started.
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Member
(12-10-2011, 08:19 PM)
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#379
I'm having trouble getting myself to play Mario Kart because I keep wanting to go back to Pushmo. Plus this is the first game where I've felt like creating custom levels can be as much fun as the rest of the game because you kinda have to play them as you go and decide what you need to add to make it beatable without being too easy.
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Member
(12-10-2011, 08:45 PM)
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#382
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Member
(12-10-2011, 09:14 PM)
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#383
Yeah, and you can make puzzles strictly for "design", trying to make the traversal of the puzzle as challenging/interesting as possible, or attempt to draw that design out of a sprite-style representation. A lot of fun can be had figuring out to "scale" classic gaming sprites--I'd liken it to an Audiosurf course you can adjust on the fly.
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Member
(12-10-2011, 09:21 PM)
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#384
I had a lot of fun making my Megaman level playable. There are enough tools to be able to make a sprite like that playable without having to butcher the sprite itself. Figuring out how to convert an image into a puzzle is a puzzle in itself. :P
Apparently they exist in Canada now, though tracking them down probably won't be easy at this point. |
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Member
(12-10-2011, 10:00 PM)
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#386
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Junior Member
(12-10-2011, 10:14 PM)
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#387
LOL, it was because i didn't have enough money! She gave me $5 for the rest of the funds :)
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Member
(12-11-2011, 02:03 AM)
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#391
Just grabbed this myself and made it through the first two worlds. Holy crap, this game is adorable. Tutorial was a bit too long, but that's over at least. How long does it take for me to get this mythical larger grid? I was messing around with the design studio and it's fun, though it doesn't let me do much yet.
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Member
(12-11-2011, 02:10 AM)
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#392
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Member
(12-11-2011, 02:12 AM)
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#393
Bleh, there's more? At least it's still adorable right now.
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Member
(12-11-2011, 02:20 AM)
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#395
It luckily wasn't as bad as having to play half of the game to get bigger stages, but for people who want to dive in and start creating its such a hindrance.
Last edited by Lijik; 12-11-2011 at 02:42 AM.
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Junior Member
(12-11-2011, 02:40 AM)
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#396
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Member
(12-11-2011, 03:59 AM)
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#400
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