Picross Fever 3D
von turnA
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Picross Fever 3D
Tags für Picross Fever 3D
Beschreibung
Ein schnelles Minispiel von Picross in 3D! Nutze deinen Verstand und plane sorgfältig, um verschiedene 3D-Picross-Rätsel zu lösen und viele interessante versteckte Formen zu entdecken!
Spielanleitung
Klicke auf Blöcke, die an der Seite eine 0 haben, um sie zu entfernen. Beobachte und analysiere verschiedene Blöcke mit unterschiedlichen Zahlen, um Muster zu erkennen und vorherzusagen, welche Blöcke entfernt werden können. Die Zahl an der Seite eines Blocks zeigt, wie viele Blöcke Teil der Form sind und in dieser Richtung nicht entfernt werden dürfen. Du kannst das 3D-Puzzle auch drehen und mit dem horizontalen/vertikalen Schieberegler das Innere betrachten. Jeder entfernte Block erhöht dein Combo, und zusammen mit der Spielzeit bestimmt das deine Bewertung für das Level. Erreiche die höchste Punktzahl in der kürzesten Zeit, um eine 3-Sterne-Bewertung zu erhalten!
Kommentare
pgladney
Jul. 20, 2012
There needs to be a way to mark cubes that we know should be there. Like in the original DS game
I think you're right although the puzzle in this game is not as big as DS, and therefore less complicated. Will consider adding 'Paint mode'
haltgamer
Jul. 20, 2012
Its a good game, but the sliders are a bit hard to use
I see, thanks for the feedback. Maybe it will be better if we increase the size.
lpacphantom
Dec. 02, 2013
There are frequently blocks that don't have any markings on them and there's no logical way to determine if they're needed. You shouldn't be relying on symmetry, it limits the puzzle possibilities.
WonderWorm
Sep. 04, 2012
A click should either remove a block or turn the puzzle; I shouldn't be able to do both with one click. I'm getting incorrect click penalties when I'm trying to turn it and turning it while removing pieces. Also, some puzzles have blocks with no clues at all. It seems like those ones always need to be removed, but every block should have a clue in at least one of the three directions.
ashleyb
Nov. 15, 2012
Although EigerTroll's comment is negatively rated (and perhaps negatively phrased...) he has a valid point: Your tutorial doesn't seem to be sufficiently representative of actual puzzle gameplay later in the game.
In particular, your first few tutorial levels are mindlessly simple and don't sell the actual gameplay challenge in any way. The result is that your tutorial ends up describing all the rules without the necessary context, so the rules don't make a lot of sense. The quicker you get to the actual gameplay, the more likely you'll keep your audience interested.
Additionally, I'd say your tutorial is too long. Try and keep it short and punchy.