The central goal of Dynetzzle is to trick you a little bit. Even beyond the obvious challenge, there’s the simple fact that you’re dealing with making a six-sided die every time, which has sides that add up to seven. But that just plain sounds wrong. You can’t get a seven from a single six-sided die without a marker and a willingness to vandalize numbered surfaces, after all. It’s a little thing, but it’s just enough to throw you off your stride and force you to remember that the opposite sides always add up to seven.
Assuming you can work around that little mental block, it’s not a hard game. It needs that block in there to trick you, essentially.
If you’re going to look at games as a series of decisions to make – which I’ve argued in the past – then you have to provide players with a reason to make those wrong decisions. When you don’t have skill as a barrier (i.e. “I know what I want to do here, but I can’t manage it”), you sort of have to fall back on tricking the player into doing something they shouldn’t.
It occurs to me at this point that I have been in the world of Final Fantasy IV for 28 columns now. Seriously, this is number 28! It started in August of last year! How did anyone spend this much time working in this world of all the possible settings?
Well, in the case of The After Years, by recycling a whole lot of the first game. But no time to whine about that, we’ve got a final dungeon to explore… soon.
Once you’ve finally had the very final dungeon opened up, you actually do get something else unlocked. Remember all that Adamantite that we were stockpiling all through the game? Turns out that can be used for something, specifically for some powerful equipment. It’s taken us the entire rest of the game to get here, sure, but now we’re finally here and we can go get ourselves some valuable items by turning in seemingly irrelevant items that we had been hoarding through every single tale. Meanwhile, all of the other treasures from the challenge dungeons have been summarily replaced.