we’ve been here forever our latest game we were here The co-op puzzle adventure series launches today on Xbox. You and your partner take on the roles of Antarctic explorers who find themselves trapped in an evil castle and must work together to escape! It is written. Hang out with friends, jump into games and connect with strangers, it’s all possible. Communication is everything. As streamers Copacaxi and Icharr_ beautifully demonstrate in their latest trailer, you have to trust your partner!
our design philosophy
What does it take to make a good puzzle? we’ve been here forever It’s the 4th game we were here series, this is not our first rodeo. We’ll start with some basic principles of what an ideal puzzle looks like for our game. All puzzles should be related in some way to communication and different challenges and ways of having fun. Explain symbols, navigate mazes, imitate sounds, pronounce silly words, and more.
Simply put, if you can’t speak, whisper, laugh, or shout, you shouldn’t be in the game.
puzzled by puzzles
Inspiration for puzzles comes from many places. From a movie scene, a cool mechanic idea, part of a game story, or a completely abstract theme. The process of creating a puzzle is also very personal. Every designer works in his own way and may use different tools. Options include prototyping from cardboard and board game components, sketching storyboards, detailed drawings, small movies and in-engine prototypes, but there are many others. I’m sure. There are also origami models made for specific puzzle environments.
Generally speaking, we are always looking for the fastest and most efficient way to “prove” the core idea of a puzzle. Once I have confidence in that core idea, I create increasingly detailed prototypes, including custom art, tweaking and updating puzzle designs, placement elsewhere in the world/story, and more. It can take months from the first version to something like the final result.
Design challenges (spoiler alert!)
Getting the puzzle difficulty right is one of the hardest parts of puzzle design. Series are enjoyed by a very different kind of player, often with different levels of experience, for different reasons. Every puzzle should be equally interesting to series veterans and brand new players alike. There’s also a very fine line between challenging and frustrating puzzles, and getting that balance right requires a lot of testing, tweaking, and possibly redesigning.
Simply put, players get stuck not because the puzzles are not clear or too difficult, but because they are not cooperating or communicating well.
Puzzles rarely go from initial idea to implementation without change. An example (minor spoilers) is a puzzle where the player must communicate with creatures using sound. The players must be separated, one holding the “dictionary” and the other doing the actual communication. This means that one player translates them and tries to mimic the sounds the creature uses to communicate.
This puzzle started with the idea of mimicking sounds, but pretty much everything else has changed. Originally, there was a sort of beatbox his challenge where the player had to match the rhythms of his two different machines. A player had to use his player to record, and he had to use a computer or even something resembling a sequencer. This was a very difficult thing to do, and it quickly became apparent that imitating organic sounds was fun, so creatures were introduced. The final element that made everything work was the translation element. You are actually talking to a creature. It ties everything together and gives it purpose. But even with that, it took me a lot of trying to get the details right, such as questions and answers, dictionaries, controls, and levels of challenge, before I got to the fun final version of the puzzle.
Try the puzzle yourself today!
But that’s enough about how we made the game – we’ve been here forever is now available on Xbox One and Xbox Series X|S, ready to dive in and explore! Team up with your friends and unravel the mysteries of Castle Rock together! we’ve been here forever is our biggest adventure yet, following three thrilling standalone games we were here Each series is a unique puzzle adventure that you can experience with your friends. After three games, we still have a lot of great ideas for puzzles. And longtime fans of the series agree: we’ve been here forever Best game ever!
Find out if you and your partner have what it takes to escape or get trapped in Castle Rock… eternally!
we’ve been here forever
total mayhem game
$17.99
You and your friends are trapped in the impenetrable Realm of Castle Rock. Work together to escape, explore and solve puzzles in this mysterious Antarctic adventure. Be aware that shadows hide dark secrets. can you escape? Beginning in a dungeon deep within Castle Rock, you and your fellow prisoners must search for an exit and once again stand beneath the frozen Antarctic sky – but escaping this nightmare is not as easy as leaving the castle itself. No. Once freed from the cell, you must choose where to explore next. Outside the Keep, you’ll discover the story of Rockberry, its inhabitants, and the plans of the Resistance formed against the King to escape this icy place. will descend into the dark sea of Someone, or something, brought you here, and you are a central part of a centuries-old plan. It gives you… Note: This game is co-op only. Both players must have compatible microphones and internet connections to work.