Re: Submachine 9 theories and suggestions
Posted: 26 Jan 2014 04:51
Maybe he'll update it later.
A dedicated forum founded by Mateusz Skutnik, creator of world famous Submachine and several acclaimed point-and-click flash games.
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I think we may see the use of Chrono device like we saw in Sub_6... maybe.gemini wrote:A distinct gameplay mechanic... Hm.
Submachine 9 has... elephants and possibly watermelons
Submachine 8 had layers with the navigator
Submachine 7 had karma portals
Submachine 6 had a single item (connection pod)
Submachine 5 introduced the use of cipher plates
Submachine 4 introduced the use of teleportation
Submachine 3 introduced looping rooms
Submachine 2 introduced the plot
Submachine 1 introduced the experiment
nice idea.- ak - wrote:At least not until the end of Sub_10 where we reach the new portal device that finally takes us out of Submachine...
Maybe.
if you want to know - this is what I want to see. Starting from day when I first time played submachine.At least not until the end of Sub_10 where we reach the new portal device that finally takes us out of Submachine...
Yes, it would be very interesting to see a time mechanic before the series ends. I mean the ruins in Sub0 were created with a time machine, right? And the closest we to time travel was the Chronon, which could only switch between two points in timeAK wrote:I think we may see the use of Chrono device like we saw in Sub_6... maybe.
I think the thing here is that time travel technology is NOT simple. The Egyptians were pretty advanced in comparison to other societies and the submachine is a place where things easily get lost (if whole research teams become lost, how easy is it to lose a technology made by a civilisation that has completely disappeared?). Murtaugh probably had the technology, but he probably had only so many time machines.Sublevel 102 wrote:If this submachine technology is simple, then why did everyone (and Murtaugh too) not use it? Has this technology particular limits or what?