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Re: Submachine 10: the Exit

Posted: 02 Feb 2016 14:34
by bender
Sublevel 104 wrote: and other games too. Because you know, with each new play you find new things...
trust me

Well Submachine is not a game with a lot of secrets or easter eggs...

Re: Submachine 10: the Exit

Posted: 02 Feb 2016 15:55
by Vortex
bender wrote:Am I the only one doesn't enjoy replaying puzzle games?
I replay select games once per couple of months or so (except at the release time where I play more frequently), if only to enjoy the atmosphere. For me it's like rewatching a chapter in one of your favourite TV series or books :P

Re: Submachine 10: the Exit

Posted: 02 Feb 2016 17:35
by bender
Vortex wrote:
bender wrote:Am I the only one doesn't enjoy replaying puzzle games?
I replay select games once per couple of months or so (except at the release time where I play more frequently), if only to enjoy the atmosphere. For me it's like rewatching a chapter in one of your favourite TV series or books :P
I agree. But ı need to forget it first to enjoy it, so it takes years for a replay..

Re: Submachine 10: the Exit

Posted: 02 Feb 2016 18:09
by ENIHCAMBUS
I replayed it 5 times so far.

Re: Submachine 10: the Exit

Posted: 02 Feb 2016 18:19
by Jatsko
bender wrote:Only two times.....


Am I the only one doesn't enjoy replaying puzzle games?
I find it harder to replay if I don't get pulled into the environment the game creates. (Not a problem when the Subs are involved XD )

Re: Submachine 10: the Exit

Posted: 17 Feb 2016 17:57
by Sublevel 114
So, thanks to Subwiki, I counted rooms...

431

plus close-view screens

(strange, Eric counted 473...)

...


AK's reaction to number of rooms in Sub9:
http://www.pastelland.com/forum/viewtop ... 890#p34303

AK?..

what would you say now?

:mrgreen:

Re: Submachine 10: the Exit

Posted: 17 Feb 2016 22:06
by - ak -
Sublevel 105 wrote:AK's reaction to number of rooms in Sub9:
http://www.pastelland.com/forum/viewtop ... 890#p34303

AK?..

what would you say now?

:mrgreen:
My reaction to the whole game is simply this:

Image

The game no longer had my mind blown, it simply destroyed everything in its path of awesomeness.

Re: Submachine 10: the Exit

Posted: 17 Feb 2016 22:19
by ENIHCAMBUS
Sublevel 105 wrote:So, thanks to Subwiki, I counted rooms...

431

plus close-view screens

(strange, Eric counted 473...)
Probably has to do with the text display screens, I counted them as seperate because they display a different text depending the screen you visit from them.

Re: Submachine 10: the Exit

Posted: 18 Feb 2016 19:37
by Jatsko
Hey y'all,

Mind helping me out in compiling a list of all the chiastic references in the Submachine games? I'm gonna make a video on it :D (For those who don't know, chiastic structure refers to parts of a series that mirror each other.)

Below is what I have so far, concerning similarities and opposite traits. Fee free to add to the list!
Submachine chiastic traits wrote: 1-10 Sim.
-tile puzzle
-elevator sequence
-access to Sub2 via karma portal/access to Sub10 via white portal

1-10 Opp.
-smallest game/largest game
-simplest game/most complex game
-known nothing/know (almost) everything
-separate puzzles for different tiles/interconnected puzzles for karma stabiliser (for all tiles at once)

2-9 Sim.
-references of duality (Sub2: division of lighthouse wings, Sub9: division of temple)
-three main areas (Sub2: Dungeon/Sewers/Lighthouse, Sub9: Garden/Pyramid/Temple)
-scare sound effect :3
-Multiple references to Mur/Liz together
-areas built on top of e/o (Sub2: Lighthouse on Dungeon, Sub9: Temple underneath Pyramid)

2-9 Opp.
-general direction (Sub2: up, Sub9: down)
-nature of Mur/Liz correspondence (Sub2: direct, Sub9: indirect)
-ambient (Sub2: mostly scary, Sub9: mostly calming)

3-8 Sim.
-both occur in "transit" between prev. game and next game
-infinite puzzles/infinite sublayers
-timeless/spaceless locations
-both results of using unrefined karmic energy

3-8 Opp.
-win Sub3 by "cheating"/win Sub8 by entering normally into the Knot
-Sub3: straightforward level-to-level/Sub8: jumping back and forth btw. layers
-items (Sub3: "none", Sub8: many)
-social interaction (Sub3: almost no notes, Sub8: many notes btw. at least 2 people)
-Sub3: Loop is an anomaly, Sub8: Plan is an intended concept

4-7 Sim.
-using teleportation constantly to access different areas
-largely contribute to moving the plot along (research teams/collapse)
-end both games by means specifically made by Murtaugh

4-7 Opp.
-teleporters are refined/karma portals are not
-many people wrote Sub4 notes/Only Elizabeth wrote Sub7 notes
-Sub4 spans many areas of the Outer Rim/Sub7 spans only two locations in the Core

5-6 Sim.
-Acting on Murtaugh's directions
-cannot collect in-game notes
-notes found written by only one person (player/jumper)

5-6 Opp.
-location age (Sub5: very old/rundown, Sub6: Newer technology)
-goal of the game (Sub5: Power on a machine, Sub6: power off a machine)

Re: Submachine 10: the Exit

Posted: 18 Feb 2016 21:25
by ENIHCAMBUS
This is great work Jatsko! :D