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	<title>Comments on: Nicewrench, a new game prototype, has been posted.</title>
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	<link>https://braid-game.com/news/2008/07/nicewrench-a-new-game-prototype-has-been-posted/</link>
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		<title>By: Reid Kimball</title>
		<link>https://braid-game.com/news/2008/07/nicewrench-a-new-game-prototype-has-been-posted/#comment-1968</link>
		<dc:creator><![CDATA[Reid Kimball]]></dc:creator>
		<pubDate>Tue, 29 Jul 2008 04:39:42 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=214#comment-1968</guid>
		<description><![CDATA[I tried both FlyWrench and NiceWrench. I have no interest in games that kick my ass so I prefer NiceWrench. I also noticed in NiceWrench that when white, my character glides. If the level was large enough I think I&#039;d have fun simply launching myself into the air and gliding around. 

To make NiceWrench more &quot;gamey&quot; you could have players navigate a level but they have to collect either red or white stars which are always moving in the opposite direction. Players must choose which ones to grab and must be the same color. Perhaps grabbing more of one color changes the abilities when in that colored mode, not sure... as I said earlier, I&#039;m more interested in the experience of it all rather than a challenge.

It reminded me of a flash game, Dolphin Olympics where your character is a dolphin and your goal is to gain speed to jump out of the water, do tricks and collect speed boosts. It&#039;s a great experience because the sense of speed is really fun and you have to position your dolphin for reentry into the water just right or you lose speed. If you make it high enough into the air you get fireworks. 
http://www.kongregate.com/games/arawkins/dolphin-olympics-2]]></description>
		<content:encoded><![CDATA[<p>I tried both FlyWrench and NiceWrench. I have no interest in games that kick my ass so I prefer NiceWrench. I also noticed in NiceWrench that when white, my character glides. If the level was large enough I think I&#8217;d have fun simply launching myself into the air and gliding around. </p>
<p>To make NiceWrench more &#8220;gamey&#8221; you could have players navigate a level but they have to collect either red or white stars which are always moving in the opposite direction. Players must choose which ones to grab and must be the same color. Perhaps grabbing more of one color changes the abilities when in that colored mode, not sure&#8230; as I said earlier, I&#8217;m more interested in the experience of it all rather than a challenge.</p>
<p>It reminded me of a flash game, Dolphin Olympics where your character is a dolphin and your goal is to gain speed to jump out of the water, do tricks and collect speed boosts. It&#8217;s a great experience because the sense of speed is really fun and you have to position your dolphin for reentry into the water just right or you lose speed. If you make it high enough into the air you get fireworks.<br />
<a href="http://www.kongregate.com/games/arawkins/dolphin-olympics-2" rel="nofollow">http://www.kongregate.com/games/arawkins/dolphin-olympics-2</a></p>
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		<title>By: Harold</title>
		<link>https://braid-game.com/news/2008/07/nicewrench-a-new-game-prototype-has-been-posted/#comment-1882</link>
		<dc:creator><![CDATA[Harold]]></dc:creator>
		<pubDate>Wed, 09 Jul 2008 10:44:32 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=214#comment-1882</guid>
		<description><![CDATA[No crash on my eee. Gameplay was cool, flow was there. I really appreciate &quot;sandboxes games&quot; like Nicewrench, life&#039;s hard enough you know.
I loved the pacing I think it&#039;s pretty hard to set up and you did it very well.

You guys (Petri too) give me the willingness to prototype!]]></description>
		<content:encoded><![CDATA[<p>No crash on my eee. Gameplay was cool, flow was there. I really appreciate &#8220;sandboxes games&#8221; like Nicewrench, life&#8217;s hard enough you know.<br />
I loved the pacing I think it&#8217;s pretty hard to set up and you did it very well.</p>
<p>You guys (Petri too) give me the willingness to prototype!</p>
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		<title>By: Petri Purho</title>
		<link>https://braid-game.com/news/2008/07/nicewrench-a-new-game-prototype-has-been-posted/#comment-1867</link>
		<dc:creator><![CDATA[Petri Purho]]></dc:creator>
		<pubDate>Tue, 08 Jul 2008 20:49:14 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=214#comment-1867</guid>
		<description><![CDATA[It crashed on my desktop computer as well. But it worked fine my laptop. 

The crash was instantaneous, there was no window or anything.]]></description>
		<content:encoded><![CDATA[<p>It crashed on my desktop computer as well. But it worked fine my laptop. </p>
<p>The crash was instantaneous, there was no window or anything.</p>
]]></content:encoded>
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		<title>By: Jare</title>
		<link>https://braid-game.com/news/2008/07/nicewrench-a-new-game-prototype-has-been-posted/#comment-1855</link>
		<dc:creator><![CDATA[Jare]]></dc:creator>
		<pubDate>Tue, 08 Jul 2008 02:24:39 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=214#comment-1855</guid>
		<description><![CDATA[While certainly less of a punishment than Flywrench, I still found it too much of a struggle with the controls. I could never stand Asteroids back in the day for the very same reason, anyway.]]></description>
		<content:encoded><![CDATA[<p>While certainly less of a punishment than Flywrench, I still found it too much of a struggle with the controls. I could never stand Asteroids back in the day for the very same reason, anyway.</p>
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		<title>By: Jonathan Blow</title>
		<link>https://braid-game.com/news/2008/07/nicewrench-a-new-game-prototype-has-been-posted/#comment-1843</link>
		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Mon, 07 Jul 2008 14:53:27 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=214#comment-1843</guid>
		<description><![CDATA[Hmm, that sucks. What operating system?  Also, what is your desktop size?  (I wonder if it is trying to open a window too big, or something).]]></description>
		<content:encoded><![CDATA[<p>Hmm, that sucks. What operating system?  Also, what is your desktop size?  (I wonder if it is trying to open a window too big, or something).</p>
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		<title>By: DrMelon</title>
		<link>https://braid-game.com/news/2008/07/nicewrench-a-new-game-prototype-has-been-posted/#comment-1841</link>
		<dc:creator><![CDATA[DrMelon]]></dc:creator>
		<pubDate>Mon, 07 Jul 2008 08:59:39 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=214#comment-1841</guid>
		<description><![CDATA[Unfortunately I just get an error when I try and open it; &quot;Nicewrench.exe has a problem and needs to close&quot; etc etc.]]></description>
		<content:encoded><![CDATA[<p>Unfortunately I just get an error when I try and open it; &#8220;Nicewrench.exe has a problem and needs to close&#8221; etc etc.</p>
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		<title>By: JP</title>
		<link>https://braid-game.com/news/2008/07/nicewrench-a-new-game-prototype-has-been-posted/#comment-1840</link>
		<dc:creator><![CDATA[JP]]></dc:creator>
		<pubDate>Mon, 07 Jul 2008 01:45:53 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=214#comment-1840</guid>
		<description><![CDATA[The original got a bit too punishing for me to get through the last level, so this was nice to tool around with.

This made me think about how the axes of &quot;intrinsically satisfying core mechanic&quot; and &quot;reward/punishment relationship&quot; (difficulty curve in more conventional terms) intersect.  For some games you can change the goals, rewards and punishment significantly, and there&#039;s still a game there... those things are ultimately just excuses to have engage with the core mechanics.  So finding another goal - even a simple one - that keeps the game interesting isn&#039;t very hard.

On the flip side, you have something like Etrian Odyssey (a Wizardry-like RPG) or Shiren the Wanderer (a roguelike), both for DS.  Normally, RPGs where you level up mindlessly bore me to sleep, but the way those games ratchet up the difficulty makes every decision tactically significant, so you&#039;re not grinding for its own sake so much as grinding to stay alive.  Still not the sort of design I&#039;d aspire to, but they&#039;re interesting to contrast with something like Nicewrench, in a (1, 1) to (-1, -1) sort of relationship along those axes.]]></description>
		<content:encoded><![CDATA[<p>The original got a bit too punishing for me to get through the last level, so this was nice to tool around with.</p>
<p>This made me think about how the axes of &#8220;intrinsically satisfying core mechanic&#8221; and &#8220;reward/punishment relationship&#8221; (difficulty curve in more conventional terms) intersect.  For some games you can change the goals, rewards and punishment significantly, and there&#8217;s still a game there&#8230; those things are ultimately just excuses to have engage with the core mechanics.  So finding another goal &#8211; even a simple one &#8211; that keeps the game interesting isn&#8217;t very hard.</p>
<p>On the flip side, you have something like Etrian Odyssey (a Wizardry-like RPG) or Shiren the Wanderer (a roguelike), both for DS.  Normally, RPGs where you level up mindlessly bore me to sleep, but the way those games ratchet up the difficulty makes every decision tactically significant, so you&#8217;re not grinding for its own sake so much as grinding to stay alive.  Still not the sort of design I&#8217;d aspire to, but they&#8217;re interesting to contrast with something like Nicewrench, in a (1, 1) to (-1, -1) sort of relationship along those axes.</p>
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