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发布于:2 月 3 日 下午 1:04
更新于:2 月 4 日 上午 11:33

Each level should have an optional pre-built complete thing along with a quick little explanation going through why it works to complete the level. This would keep the game basically exactly the same, so that people who do want to spend hundreds or thousands of hours learning the mechanics of the game can do so completely unimpeded, while others who do get stuck or who need a little bit of help won't end up just getting frustrated or bored and then refunding the game or recommending for others not to play it.
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SamSpiderling  [开发者] 发布于:2 月 26 日 下午 9:02
Hey there,

Thanks for the thoughtful suggestion. One of the core pillars of Besiege is that there isn’t meant to be a single “correct” solution to a level. Even something that looks simple on the surface can be solved with wildly different machines, and that openness is what allows players to experiment, iterate, and ultimately build far beyond what a guided solution would normally encourage. Because of that, we’ve tried to avoid presenting a canonical “this is how you do it” build that might unintentionally steer players toward one approach or make solutions feel prescriptive.

That said, we absolutely understand the desire for a softer landing when you get stuck. For players who want a hint or reference point without losing that freedom, the Steam Workshop and community spaces effectively act as that optional layer, you can browse solutions, reverse engineer how they work, and then adapt those ideas into your own designs.

Balancing approachability with the sandbox nature of the game is something we continue to think about, and feedback like this is valuable in helping us evaluate where that balance should sit. We really appreciate you taking the time to share your perspective.
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