I've been interested in safes lately ... I've seen @fares 's level recently published. (https://mekoramaforum.com/media/password.25554/) I noticed however that unfortunately many players fail to appreciate them for the errors in the mechanism or for the complexity of the solution. I would like to deepen in this thread the mechanisms behind these safes, share your findings on this topic.
Meanwhile, I share some levels that I have found on this issue: (https://mekoramaforum.com/media/pssr-box-bet-1-0.11764/) (https://mekoramaforum.com/media/the-safe-v1-1.11723/) (https://mekoramaforum.com/media/safe-box.23776/) this a little different and made by @Denis Nazin
The safe by Robot B posted Mar 12, 2022 at 2:16 PM This is my level based on a sequence instead (the buttons must all be pulled but in the right order).
Are there any clues embedded in the design? I like when these kinds of levels have a visual element that you can decipher to figure out the solution.
Here's one of my favorites in this genre: https://mekoramaforum.com/threads/levels-good-enough-to-tweak.983/page-2#post-6643
I personally acknowledge that these levels and the like, they're a kind of guessing game. Basically this kind of game is was great, maybe when it can be finished, or makes a high curiosity so it doesn't know what will happen. It may have a fairly complex mechanism or depending on the complexity of the mechanisms. But others, of course, we do not know how the mechanism works or what goes on in there, because of its tightly sealed design. Some possible levels of that kind might be hard to solve: - There are no hints, or if there are any clues, there may be misinterpretations in applying those clues. - There could be a possibility that mechanisms are unstable when the level is played, probably depending on the complexity of the mechanism used. - It's possible the other players are tired of playing it and then skip it, leaving out the curiosity so the level can't be completed, except by the person who made it.
In this case no, but you can guess the solution from the behavior of objects that move when you pull a slider: Spoiler when a fence goes down you have the wrong order. when the mechanism on the front goes in you are following the right order
This is another one that I have recently developed, in this the solution is decipherable from the design. The mechanism is simple, it shouldn't go wrong.
The biggest problem in puzzle box levels is that a player will pull every visible slider or motor and none of them move. As others have said, visual indications help a lot. But also, making the first set of moves easily accessible will majorly increase people's curiosity in finishing it. Any time a person undertakes a task that they don't know how to start or finish, making visible progress is important.
What about it? This is another type of combination, the sliders can come out of one, two, three or four boxes. The mechanism is a bit slow, but it goes.
Just wanted to share a pin mechanism used in my Castle of Code: Spoiler Red = not the true code. hope it useful.