{"id":6762,"date":"2022-02-26T13:08:08","date_gmt":"2022-02-26T21:08:08","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=6762"},"modified":"2022-04-19T19:03:06","modified_gmt":"2022-04-20T02:03:06","slug":"wonderquest-orions-end","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/6762","title":{"rendered":"Wonderquest: Orion&#8217;s End"},"content":{"rendered":"<p>It&#8217;s been a little while since my last <em>Wonderquest<\/em> update. This is partly (but only partly) because level 15 was something of a slog, with lots of puzzles based around grueling tactical trial-and-error rather than satisfying &#8220;Aha!&#8221; moments. And on top of that, it&#8217;s essentially two levels packed into one. Most levels have had some sort of finale, a single large-scale multi-room puzzle interposed between crossing the &#8220;level clear&#8221; gate (which opens when you&#8217;ve killed all the monsters) and the actual exit. Level 15 ends in a suite of twelve independent puzzles, giving each playable character a final bow, a much more satisfying ending than the level&#8217;s first half. The reward for each of the twelve is a &#8220;relic&#8221; that permanently erases one otherwise-impassible &#8220;cursed ground&#8221; tile. The level exit is guarded by only ten cursed grounds in series, so you have a little leeway, although a completist like myself will want all twelve relics to claim two optional &#8220;secrets&#8221;.<\/p>\n<p>Relics are the one resource that stays with you between rooms (although not between levels), and they basically exist just for this endgame sequence. Previous levels had a single cursed ground you could clear just before the exit, providing a shortcut that let you go hunt for secrets without having to go through the finale a second time. <em>DROD<\/em> occasionally produces the same effect with a &#8220;room clear&#8221; gate, but using relics untethers the design from monster-slaying. And the level 15 ending suite does the same for puzzles in general, showing us how relics can give us difficult goals that don&#8217;t involve monsters at all. This is an idea I&#8217;d like to see explored more. I bet there are <em>DROD<\/em> holds based on it, although <em>Wonderquest<\/em> has more mechanics suited to supporting it.<\/p>\n<p>One thing that I found peculiar as I was finishing up the &#8220;Master Orion&#8221; quest: A lot of the characters have special abilities listed that they never have an opportunity to exercise. In particular, several have a &#8220;high morale&#8221; bonus that improves their weapon when the party&#8217;s resources reach a certain threshold, which you could never reach. What&#8217;s this stuff for? By now, I&#8217;ve played enough of the followup quest, &#8220;Dreams&#8221;, to know the answer. It seems to be a solution to a design problem: By the end of &#8220;Master Orion&#8221;, the author has given us all the playable characters he intends us to have. But he still wants to keep giving us new abilities over the course of &#8220;Dreams&#8221;, because that&#8217;s how he designs puzzles.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>It&#8217;s been a little while since my last Wonderquest update. This is partly (but only partly) because level 15 was something of a slog, with lots of puzzles based around grueling tactical trial-and-error rather than satisfying &#8220;Aha!&#8221; moments. And on top of that, it&#8217;s essentially two levels packed into one. Most levels have had some [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[92,595],"class_list":["post-6762","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-drod","tag-wonderquest"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6762","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=6762"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6762\/revisions"}],"predecessor-version":[{"id":6857,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6762\/revisions\/6857"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=6762"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=6762"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=6762"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}