Woo! I finally finished it! I loved it!! The story was compelling, and I love Cautionne. There's something really fun about knowing what a character's inspired by- it's a nice bonus. But that knowledge isn't necessary either; the story and character are great standalone. Compelling in its own way that isn't derivative.
The only reason I didn't finish this day one is because I was too stubborn. I'm pretty bad at games like Layton and Zero Escape- I end up looking up guides and FAQs for the puzzles. When I realized this VN had that puzzle escape room set up, I did react like, "oh no!!!!!!!!" But I still wanted to try to solve the puzzles!!
In the end, I only gave up on two puzzles. The one involving liquids and, uh... the other one that involved spinning & symbols, I don't know how else to describe it. Funnily enough, I recognized that the liquid puzzle was veeery similar to a Layton puzzle. I had a laugh when I realized I could solve the puzzle by copying a video showing the solution for the Layton puzzle. The numbers are different, but the principle is the same! Makes sense, makes sense. (That being said, I don't know if I could solve the puzzle guideless if I opened the game right now... This one's beyond me)
It's great that the game has a skip option. I was just stubborn and wanted to try solving the puzzles. And it was worth it! It feels great when I finally solve them, even if it takes hours. The hacking one is probably the most satisfying because of how everything lines up in the end.
That ingredient puzzle is probably the easiest for me, but it did give me trouble on my first go. I had trouble understanding the premise. I'm only bringing this up because it's very silly on my behalf. Trying to read the instructions... I had this thought of, "Wait, do I need to know food groups to solve this??" I was starting to write things down, like, okay maybe the strawberries and blueberries can touch each other because they're in the same food group. And then I was like- "... are those mechanical nuts????? um????? I guess that's a food group of its own??" LOL. Needless to say, it took me a few minutes to realize the actual rules were much simpler than that. I guess that is a natural aspect to puzzles and riddles- accidentally overthinking it. But I still feel silly about it.
Alright, alright. Story-wise, I wish I had a lot to say- it's mostly just "I like it." I did enjoy my experience with realizing there's multiple endings and quickly figuring out what I had to do for them. That felt good. What didn't feel good was that one ending where you quickly & heartlessly escape... By the end of this, I was very attached to Cautionne and his story. My heart was so torn by that!!
I'll wrap this up by saying I think this is a very solid VN. Very polished. Putting the puzzles aside, the only nitpicks I have are just some moments where the dialogue advances by itself. I was still able to read it, but it felt kinda sloppy? Not sure how to explain it. And I did have a moment where I undid puzzle progress by accidentally scrolling my mouse wheel, which opened up the story log thingy. But other than that! Music, voice acting, writing, art, etc.-! Wonderful!! Great job everyone!
WOW, thank you for the super-long and kind comment! I really appreciate it...
I'm happy you decided to try the puzzles anyways - that means a lot to me. ;w; I don't blame you for giving up on the panopticon puzzle though, that's one of the two puzzles that needs severe rebalancing (the other was the hacking puzzle). Glad you had fun with the mise en place puzzle too!
I'm also glad you enjoyed the story too. I agree that the kill ending is very rough on the heart though - especially after you know Cautionne's whole deal. ;_;
Again - thank you, thank you, thank you for the generous words! I appreciate them so much...
BTW - for the "dialogue advancing by itself" issue - was this with the voiced cutscenes? That was a way I tried to address the voiced lines that had multiple sentences... but I think it can be alleviated by changing the text speed of the game.
Yeah, I think it was the voiced lines with multiple sentences. I've never thought about this stuff before, but ideally it would be nice if the text matched what you're hearing timing wise. But I'm not a programmer so I don't know how you'd do that exactly.
Oh I tried many many times, but it wasn't easy at all. As a last resort, I could've split the lines in two and then applied them to their respective sentences, but I think the gap between cuts would've been really noticable... ;_;
I simply cannot get past the hacking puzzle, but I'm too stubborn to skip, I spent almost an hour and a half on it by now. So I'm stopping for the time being. If anyone has any idea how exactly I'm supposed to parse this Jenga tower, I'd appreciate it.
Oh, the hacking puzzle is definitely one of the toughest ones in the game. You are NOT alone in finding it really hard...
Me and my team are currently working on a rebalanced version of the game where the hacking puzzle is WAY fairer to the player - so if you want to play it properly, please look forward to that.
Apologies on my behalf! I was the one who wanted it to be hard, and now I've sent so many people into puzzle hell...
Hm, interesting… I’ll send this over to the team for checking, but in the meantime - is your graphics acceleration hardware working on your computer? :o
Really enjoyed this! Some puzzles were quite difficult (I did need a hint for one of them, and there were a few puzzles that I spent like 2 hours on each...), but I found them to be quite fun to solve, and satisfying when I finally got it right. Besides the puzzling, I really enjoyed the story. I thought it was interesting and emotionally satisfying, surprisingly so, given how short the game is outside of puzzling time (and you have the option to skip most of the puzzles if you just want the story). And the game felt and looked quite polished. I especially loved the artwork. Overall I'm super happy I played this, I thought it was great, and impressive for a game jam game.
Thank you so much - I'm very glad you enjoyed both the puzzles and the story! ;w;7
Me and my team did our best to make the game a polished experience, particularly in the storytelling parts. If I had more time, I would've loved to make the story longer, but since we only had a month to build malViolence, I wanted to focus on making the story a quality experience.
Again - thank you for enjoying the game! I'm happy you had a good time...
Pretext: I'm really enjoying the game so far! The UI, the camera movements, the sprite work, the voice acting — amazing job! I really can't believe you all pulled this off in 30 (31?) days... like wtf, get some sleep! D:<
I've already mentioned this to Kigyo on Discord, but on behalf of myself and fellow colourblind players, I do want to mention how frustrating the Tutorial puzzle was to solve. 😞
I had no problems figuring out what had to be done, i.e.
.
.
but then I massively struggled to figure out which colours on the actual lock itself corresponded to these, as well as which colours the teardrop (navy blue? dark purple?) and '0' shapes (light green? bright yellow? some sorta orange?) were supposed to be.
So even though I "solved" the puzzle, getting from this stage to the actual answer was an exercise in frustration (especially since the colours used on the lock itself were different hues...I wasn't sure if that Purple was actually Navy Blue, or if the Cyan Blue was a Light Purple. Ditto w/ Yellow/Light Green.)
Someone in Kigyo's Discord was kind enough to provide this for me, which was massively helpful, so I recommended including some sort of "Colour Dictionary/Alphabet" like this in-game, to help fellow players like me, who struggle with colour puzzles in games. 😢
Anyway, I appreciate y'alls efforts to make the game more accessible in general (why are you even considering accessibility during your 1 month grind?! shouldn't that be a post-release stretch goal? insanity! xD), so even though this puzzle was a strugglebus for me, I'm still enjoying the game overall, and I'm happy to see other forms of accessibility being included. So thank you all for that! ♥
Thank you for the kind words on malViolence - I really appreciate it! Accessibility was something me and my team wanted to include from the get-go, so that as many people as possible could enjoy this title on release.
I also appreciate your critique of the tutorial puzzle. It's actually one of the puzzles that the upcoming puzzle update will rework. We're gonna try and find a way to make the puzzle more accessible so that colorblind players can enjoy it to the fullest.
Again, thank you so much! I hope the next version of malViolence can be even more enjoyable!
For anyone struggling with the Panopticon puzzle, I've made a solution video with what I believe to be the fewest possible moves. (Yes, I know there's new "Skip" tech now. ;p)
I’m currently working on a solution document for all of the puzzles - but this is easily one of the hardest ones. Thank you for providing it for everyone to see!
Just started playing through this! I've been loving the game so far, but some of the puzzles are basically impossible to solve - setups where if you know the solution you can solve them, but if you don't there's no way to make actual progress.
Specifically, the hacking puzzle in the lab is one of these: there's not any 'clean' way of doing it deductively that I can see, and every move affects what future moves are available pretty drastically.
The 'panopticon' is another; the only way I can think of to solve this is to make a spreadsheet, find the correct final configuration, and then use linear algebra (the branch of math, not "y=mx+b") to find the correct set of inputs.
As a very experienced puzzle solver, I get the impression that these puzzles might not have actually been testsolved. Am I just missing hints, or some other method of 'cleanly' solving them? Or is brute force intended - and if so, do you realize how large the state spaces are?
---
Edit: In the third room, you can softlock on the plushie puzzle, and you can't skip the sewing puzzle.
Thank you so much for the very thorough comment - I really appreciate it!
I apologize for the state of the puzzlea. I did intend for this to be a difficult, but rewarding experience, but you're absolutely right. We did rush through the beta-testing/test-solving part of puzzle-making so that we could make the jam deadline in time. The puzzles are in a state where they are solvable (one of my friends is already on Room 3) - but also really hard.
In the near future (possibly next week - but unsure right now...), me and my team have plans to neaten them up so that they can be solved more "cleanly", instead of being brute-forced. That way, there's a neat balance between the puzzles in terms of difficulty and solvability.
Yeah, I definitely agree, especially for these two puzzles in particular.
Because of the complexity, trial and error will most likely get you nowhere. And yet the alternatives, in order to intentionally and meaningfully work towards an actual solution, are wayyyy too involved, and most likely not even "satisfying" for players.
And yeah, that's more or less what I did to solve the Panopticon puzzle. ^^;
Personally, I had fun spreadsheeting it all out, but I suspect that the large majority of players will give up out of frustration and just skip it entirely (which is what I did w/ the Hacking puzzle, b/c of the current difficulty).
I understand that y'all had a tight deadline to make, which is why you ended up releasing the impossible "harder" version of the Hacking puzzle, so I'm appreciative that the team is working on things like a puzzle difficulty revisit in a future patch! ♥ (although I'd enjoy having a choice between the current difficulties, and a toned down version for those 2 puzzles in particular, rather than completely gutting them in future version updates).
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Woo! I finally finished it! I loved it!! The story was compelling, and I love Cautionne. There's something really fun about knowing what a character's inspired by- it's a nice bonus. But that knowledge isn't necessary either; the story and character are great standalone. Compelling in its own way that isn't derivative.
The only reason I didn't finish this day one is because I was too stubborn. I'm pretty bad at games like Layton and Zero Escape- I end up looking up guides and FAQs for the puzzles. When I realized this VN had that puzzle escape room set up, I did react like, "oh no!!!!!!!!" But I still wanted to try to solve the puzzles!!
In the end, I only gave up on two puzzles. The one involving liquids and, uh... the other one that involved spinning & symbols, I don't know how else to describe it. Funnily enough, I recognized that the liquid puzzle was veeery similar to a Layton puzzle. I had a laugh when I realized I could solve the puzzle by copying a video showing the solution for the Layton puzzle. The numbers are different, but the principle is the same! Makes sense, makes sense. (That being said, I don't know if I could solve the puzzle guideless if I opened the game right now... This one's beyond me)
It's great that the game has a skip option. I was just stubborn and wanted to try solving the puzzles. And it was worth it! It feels great when I finally solve them, even if it takes hours. The hacking one is probably the most satisfying because of how everything lines up in the end.
That ingredient puzzle is probably the easiest for me, but it did give me trouble on my first go. I had trouble understanding the premise. I'm only bringing this up because it's very silly on my behalf. Trying to read the instructions... I had this thought of, "Wait, do I need to know food groups to solve this??" I was starting to write things down, like, okay maybe the strawberries and blueberries can touch each other because they're in the same food group. And then I was like- "... are those mechanical nuts????? um????? I guess that's a food group of its own??" LOL. Needless to say, it took me a few minutes to realize the actual rules were much simpler than that. I guess that is a natural aspect to puzzles and riddles- accidentally overthinking it. But I still feel silly about it.
Alright, alright. Story-wise, I wish I had a lot to say- it's mostly just "I like it." I did enjoy my experience with realizing there's multiple endings and quickly figuring out what I had to do for them. That felt good. What didn't feel good was that one ending where you quickly & heartlessly escape... By the end of this, I was very attached to Cautionne and his story. My heart was so torn by that!!
I'll wrap this up by saying I think this is a very solid VN. Very polished. Putting the puzzles aside, the only nitpicks I have are just some moments where the dialogue advances by itself. I was still able to read it, but it felt kinda sloppy? Not sure how to explain it. And I did have a moment where I undid puzzle progress by accidentally scrolling my mouse wheel, which opened up the story log thingy. But other than that! Music, voice acting, writing, art, etc.-! Wonderful!! Great job everyone!
WOW, thank you for the super-long and kind comment! I really appreciate it...
I'm happy you decided to try the puzzles anyways - that means a lot to me. ;w; I don't blame you for giving up on the panopticon puzzle though, that's one of the two puzzles that needs severe rebalancing (the other was the hacking puzzle). Glad you had fun with the mise en place puzzle too!
I'm also glad you enjoyed the story too. I agree that the kill ending is very rough on the heart though - especially after you know Cautionne's whole deal. ;_;
Again - thank you, thank you, thank you for the generous words! I appreciate them so much...
BTW - for the "dialogue advancing by itself" issue - was this with the voiced cutscenes? That was a way I tried to address the voiced lines that had multiple sentences... but I think it can be alleviated by changing the text speed of the game.
Yeah, I think it was the voiced lines with multiple sentences. I've never thought about this stuff before, but ideally it would be nice if the text matched what you're hearing timing wise. But I'm not a programmer so I don't know how you'd do that exactly.
Oh I tried many many times, but it wasn't easy at all. As a last resort, I could've split the lines in two and then applied them to their respective sentences, but I think the gap between cuts would've been really noticable... ;_;
I simply cannot get past the hacking puzzle, but I'm too stubborn to skip, I spent almost an hour and a half on it by now. So I'm stopping for the time being. If anyone has any idea how exactly I'm supposed to parse this Jenga tower, I'd appreciate it.
Oh, the hacking puzzle is definitely one of the toughest ones in the game. You are NOT alone in finding it really hard...
Me and my team are currently working on a rebalanced version of the game where the hacking puzzle is WAY fairer to the player - so if you want to play it properly, please look forward to that.
Apologies on my behalf! I was the one who wanted it to be hard, and now I've sent so many people into puzzle hell...
I loved the game, and I just want to ask for one thing, PLEASE TELL ME YOU WILL MAKE A SEQUEL TO IT!!!
I've really been left with the intrigue of what Cautionne's future will be now that he is without Dr. Danger, and what will happen to the world...
(If you do a sequel, please do something like "HerovsVillano", because I really love how you have made Cautionne so stylish as a villain<3)
Thank you so much!! I'm very very glad you've grown so attached to Cautionne as a character. He means a lot to me too... ;w;
I'm very happy with the response to malViolence, so I would love to do more work set in the same universe (and yes, more stuff with Cautionne.)
I'm not sure WHAT yet... but I do have ideas floating around. Again, thank you for enjoying the game so much!
I am super sure that I will love them<3
I'll pray that Cautionne has a happy ending, the poor thing has already suffered too much (T_T)
By the way, I loved the voice actors, they really made me cry with the emotions they put into their performance<3
Thank you so much! Carrick and Vyn did an incredible peformance within the game. I’m very proud of their work…
(Also yes… only good things for Cautionne!)
I don't know if anyone else has had this issue but I'm getting a horizontally split, misaligned background screen and other scrambled images/graphics.
Oh, could I see pictures? I'll report this to my devteam immediately.
Hm, interesting… I’ll send this over to the team for checking, but in the meantime - is your graphics acceleration hardware working on your computer? :o
So I did try to update the hardware and now everything seems to be fixed! Thanks for the suggestion!
No problem! Glad to have helped. :>
Really enjoyed this! Some puzzles were quite difficult (I did need a hint for one of them, and there were a few puzzles that I spent like 2 hours on each...), but I found them to be quite fun to solve, and satisfying when I finally got it right. Besides the puzzling, I really enjoyed the story. I thought it was interesting and emotionally satisfying, surprisingly so, given how short the game is outside of puzzling time (and you have the option to skip most of the puzzles if you just want the story). And the game felt and looked quite polished. I especially loved the artwork. Overall I'm super happy I played this, I thought it was great, and impressive for a game jam game.
Thank you so much - I'm very glad you enjoyed both the puzzles and the story! ;w;7
Me and my team did our best to make the game a polished experience, particularly in the storytelling parts. If I had more time, I would've loved to make the story longer, but since we only had a month to build malViolence, I wanted to focus on making the story a quality experience.
Again - thank you for enjoying the game! I'm happy you had a good time...
Another puzzle solution video, this time for the "Connect 4"(ish) Puzzle:
.
.
.
.
.
.
i.e. the Plushie Puzzle
Thank you!! Will definitely consider this for the puzzle guide document.
Pretext: I'm really enjoying the game so far! The UI, the camera movements, the sprite work, the voice acting — amazing job! I really can't believe you all pulled this off in 30 (31?) days... like wtf, get some sleep! D:<
I've already mentioned this to Kigyo on Discord, but on behalf of myself and fellow colourblind players, I do want to mention how frustrating the Tutorial puzzle was to solve. 😞
I had no problems figuring out what had to be done, i.e.
.
.
but then I massively struggled to figure out which colours on the actual lock itself corresponded to these, as well as which colours the teardrop (navy blue? dark purple?) and '0' shapes (light green? bright yellow? some sorta orange?) were supposed to be.
So even though I "solved" the puzzle, getting from this stage to the actual answer was an exercise in frustration (especially since the colours used on the lock itself were different hues...I wasn't sure if that Purple was actually Navy Blue, or if the Cyan Blue was a Light Purple. Ditto w/ Yellow/Light Green.)
Someone in Kigyo's Discord was kind enough to provide this for me, which was massively helpful, so I recommended including some sort of "Colour Dictionary/Alphabet" like this in-game, to help fellow players like me, who struggle with colour puzzles in games. 😢
Anyway, I appreciate y'alls efforts to make the game more accessible in general (why are you even considering accessibility during your 1 month grind?! shouldn't that be a post-release stretch goal? insanity! xD), so even though this puzzle was a strugglebus for me, I'm still enjoying the game overall, and I'm happy to see other forms of accessibility being included. So thank you all for that! ♥
Thank you for the kind words on malViolence - I really appreciate it! Accessibility was something me and my team wanted to include from the get-go, so that as many people as possible could enjoy this title on release.
I also appreciate your critique of the tutorial puzzle. It's actually one of the puzzles that the upcoming puzzle update will rework. We're gonna try and find a way to make the puzzle more accessible so that colorblind players can enjoy it to the fullest.
Again, thank you so much! I hope the next version of malViolence can be even more enjoyable!
For anyone struggling with the Panopticon puzzle, I've made a solution video with what I believe to be the fewest possible moves. (Yes, I know there's new "Skip" tech now. ;p)
(Go go Gadget Spreadsheet lol)
.
.
.
.
Awesome, thank you so much!!
I’m currently working on a solution document for all of the puzzles - but this is easily one of the hardest ones. Thank you for providing it for everyone to see!
Got here from Reddit just now, love the way this is presented, visuals and aesthetic both. Can't wait to give it a shot!
Thank you, thank you! I'd love to hear your thoughts on the game as a whole once you're done. :>
It took me time for the puzzles but overall it was good
Thank you - I'm glad you enjoyed the game!
so good! some puzzles are very challenging (but I've been given word that the difficulty is being tweaked)
love the design of cautionne!
Thank you so much!! Very glad you enjoyed. :3c
Just started playing through this! I've been loving the game so far, but some of the puzzles are basically impossible to solve - setups where if you know the solution you can solve them, but if you don't there's no way to make actual progress.
Specifically, the hacking puzzle in the lab is one of these: there's not any 'clean' way of doing it deductively that I can see, and every move affects what future moves are available pretty drastically.
The 'panopticon' is another; the only way I can think of to solve this is to make a spreadsheet, find the correct final configuration, and then use linear algebra (the branch of math, not "y=mx+b") to find the correct set of inputs.
As a very experienced puzzle solver, I get the impression that these puzzles might not have actually been testsolved. Am I just missing hints, or some other method of 'cleanly' solving them? Or is brute force intended - and if so, do you realize how large the state spaces are?
---
Edit: In the third room, you can softlock on the plushie puzzle, and you can't skip the sewing puzzle.
Thank you so much for the very thorough comment - I really appreciate it!
I apologize for the state of the puzzlea. I did intend for this to be a difficult, but rewarding experience, but you're absolutely right. We did rush through the beta-testing/test-solving part of puzzle-making so that we could make the jam deadline in time. The puzzles are in a state where they are solvable (one of my friends is already on Room 3) - but also really hard.
In the near future (possibly next week - but unsure right now...), me and my team have plans to neaten them up so that they can be solved more "cleanly", instead of being brute-forced. That way, there's a neat balance between the puzzles in terms of difficulty and solvability.
Yeah, I definitely agree, especially for these two puzzles in particular.
Because of the complexity, trial and error will most likely get you nowhere. And yet the alternatives, in order to intentionally and meaningfully work towards an actual solution, are wayyyy too involved, and most likely not even "satisfying" for players.
And yeah, that's more or less what I did to solve the Panopticon puzzle. ^^;
Personally, I had fun spreadsheeting it all out, but I suspect that the large majority of players will give up out of frustration and just skip it entirely (which is what I did w/ the Hacking puzzle, b/c of the current difficulty).
I understand that y'all had a tight deadline to make, which is why you ended up releasing the
impossible"harder" version of the Hacking puzzle, so I'm appreciative that the team is working on things like a puzzle difficulty revisit in a future patch! ♥ (although I'd enjoy having a choice between the current difficulties, and a toned down version for those 2 puzzles in particular, rather than completely gutting them in future version updates).