You do not have permission to view this game
polyomi

polyomi

von dognebula
Fehler melden
Spiel melden
Top
The King's League: Odyssey
Top
Retro Bowl
Top
Mutilate-a-Doll 2
Top
Epic Battle Fantasy 5
Top
Epic Battle Fantasy 4
Top
Learn to Fly 3
Top
Incremancer
Top
The Enchanted Cave 2
Top
Bit Heroes
Top
Learn to Fly 2
Top
Kingdom Rush
Top
SAS: Zombie Assault 4
Top
Fleeing the Complex
🔥 Trends
NGU IDLE
Top
Bloons Monkey City
Top
Escape Game - Computer Office Escape
Top
Swords and Souls
Top
Bloons TD 5
Top
Kingdom Rush Frontiers
Top
UnpuzzleX
Loading ad...

polyomi

Bewertung:
3.3
Veröffentlicht: July 25, 2015
Zuletzt aktualisiert: August 11, 2015
Entwickler: dognebula

Tags für polyomi

Beschreibung

Polyomi ist ein prozedural generiertes Puzzlespiel mit modularem Soundtrack. Es ist wie Minesweeper, aber mit Formen und Farben.

Spielanleitung

Benutze die Maus. Tastenkürzel sind: Pfeiltasten oder WASD, Leertaste, Escape.

Entwickler-Updates

Jul 30, 2015 1:09pm

v1.005 adds Moonlight, which is supposed to be a surprise, so I’m not going to explain what it is. It should be pretty easy to figure it out once you have it. Moonlight might make it too easy to get hearts, but it reduces the unfairness of luck, so I think it’s overall an improvement.

I’m going camping this weekend, and I’ll have limited electricity and internet, so if there are any bugs I’ll take care of it after I get back.

Kommentare

0/1000
juggle_monkey avatar

juggle_monkey

Jul. 27, 2015

4
0

Nice job! Well polished and good consistent design. I missed the mistakes=clues mechanic at first, and I think that is important for players to get right away. Perhaps instead of counting up mistakes and comparing the total to the "pass limit" (which I found confusing), you could have a set level of "reveals" that get reduced each time a piece doesn't match, and the level progress gets cut short only if you make a mistake after using up all of your "reveals," kind of like a shield/life mechanic. This would indicate the notion that "reveals" are a tool of the game, rather than just a mistake (you should involve that in your early tutorials too). Also, you could have ways to earn more "reveals" through out the game. Thanks for the game!

dognebula
dognebula Entwickler

Thanks! Yeah, I agree mistakes=clues needs to be more clear. Shield/life mechanic is one thing I considered, but it doesn't really work in the game as it is now, because of how the badges are structured. That probably doesn't make sense until you figure out what some of the more obscure badges are, and most people aren't going to get that far anyway, heh. Still, I might be able to twist the design around a bit to make shield/life work, and I have some other ideas I'm going to explore.

CluelessWonder avatar

CluelessWonder

Jul. 27, 2015

3
0

What makes an answer right or wrong often seems to be quite arbitrary. Particularly noticeable in areas where there are no clues and all remaining pieces could fit in, in several ways.

dognebula
dognebula Entwickler

Yeah, I thought about making the puzzle generator avoid ambiguities, but I think that simplifies the game too much. Part of the game is to make strategic misses that maximize the information you gain. I tried to convey that it's ok to make mistakes, that you're supposed to make mistakes, but I don't think I succeeded, because people really really hate making mistakes. One playtester kept restarting whenever he made a mistake, and I don't really know how to fix that in this game structure. But I'll keep that in mind for the future.

mia1010 avatar

mia1010

Jul. 26, 2015

2
0

I like the idea, very relaxing, good game

AfroDwarf avatar

AfroDwarf

Jul. 28, 2015

1
0

"I tried to convey that it's ok to make mistakes, that you're supposed to make mistakes"
I completed A2 with one mistake and on the level screen it had 2 icons. I completed it again with no mistakes and had the same 4 icons as A1. That communicates to me 0 mistakes is some sort of achievement and I should aim for it on every level.

dognebula
dognebula Entwickler

There's a tension between encouraging players to find more ways about reasoning about the puzzles, and encouraging players to make strategic misses. My brother suggested to me that I should raise the difficulty of each level so that the best achievement is 2 misses, but that's pretty hard to do without throwing a lot of other things out of balance. I'll consider that for the rewrite, but in the meantime I'm going to try some simpler ideas.

darknote avatar

darknote

Jul. 25, 2015

1
1

i like the music. ;)

Top
3D Logic
Top
Bloons
Top
Dark Cut
Top
the Game of Disorientation
Scribble!
Top
The Classroom 3
Top
Orbox B
The only game better than Fancy Pants
Top
Ball Revamped 2: Metaphysik
Scribble 2!