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I like the good idea, Jesse, but I didn't realize I had to turn the lock every time to get feedback. I dropped it twice, then persevered. Hooray! (I always display my variables on the screen during the development phase. I don't know how else to avoid making mistakes).
Thank you for your time Emmanuel!
In the original game, player will pick an angle and then turn the lock to try. Wrong angle will rock the pin by a tiny bit as a negative feedback. Holding at wrong angles for too long or too many time will break the pin.
GTAOL has a 360 degree safe box puzzle like you expected. Player turns to one direction marching to the number. No extra inputs, and the closer you are, the stronger vibration it has. But if you walk passed the number, you need to keep turn another 360 back to it. If you turn around, it will reset the lock. Different kind of hassle, I would say.