There's definitely some amount of depth somewhere beneath the surface of this game, but I think all the discontentment boils down to the fact that the game does nothing to teach it. Feedback is opaque, and the nature of combo scoring is not explained what little tutorial there is. I rarely say this about puzzles, but this presentation does too little for me to... care? It becomes a singularly academic experience, and there isn't enough else going on to motivate the investment required to perform well on the first level, aside from spite. There's a particularly high barrier to entry, which reminds me of the design of some popular rogue-likes, but this provides no set dressing beyond high contrast pastels on a black background, and an incrementally pitched drip sound effect. Even a simple ambient loop of music would have helped, something to match the "Zen" theming.
There are equations that show where some of the values are derived from, but the numbers in those equations do not have labels, and so it's difficult to tell which values are coming from where. It's nice to have information, but information without context isn't very helpful.
@Robinsin, are you autobuying Accelerator Boosts? Because that's what you're describing. Notice how that number attached to the fourth option on the upper right always corresponds to the cost of your Accelerator Boosts.
Great, chill puzzle. I DO NOT REMEMBER GETTING THIS BADGE IN 2014.
Deserves another swing at the concept, possibly with other euclidian solid die nets.
This is cute, and you've made some real UI improvements over time. But as an incremental, your prestige system is lacking meaningful choices. Aside from the first few upgrades, it's difficult to feel the effect of many of the prestige options. Many of the effects have a 2-5% chance, so their low incidence means they won't significantly affect our clear speeds. And so after a certain point, we start to see no significant difference in our prestige runs. I can understand the need for a sense of balance for those choices, but currently everything costs the same, and then everything starts to feel like nothing. There's a lot of design space here for you to work with, such as prestige skills that provide larger bonuses at a cost higher than one point, or a bonus or scaling difficulty modifier tied to Prestige number. Something to engage the player once they've progressed beyond your current allotment of enemies.
Ascending the Intro Realm provided the promised gem, but only removed my currency and my unused cards, leaving the grid as it was, cards and slots and all. Pulling a card out of the grid revealed that the slot was still unlocked.
Can you PM me with more information about which browser and OS you're using? I've heard of this happening a couple of times, but it seems it's only affecting certain people, so it's hard to troubleshoot.
As you include various options, the game gets 'deeper' but I'm finding it difficult to feel like my decisions are deliberate. So hear me out: Bonuses/Style Challenges per level. Things like "Spawn only 1 zombie" "only use aviary" "only use golems" "complete stage within __ minutes" "no spells" "fewer than __ bones remaining at stage end"
As expected, pawns are a lot stronger after the recent changes. They're essentially gimped kings, except that they can still turn into very powerful queens. Also been seeing stamina upgrades a lot less in the shop. I'm able to make do by ignoring the splash upgrades. Full splash pawn is very strong.
Could have afforded a little more emphasis on the interactions with the enemies. Could have made jumping on them more interesting/different. Getting bounce locked makes sense but feels janky in the system.
It would be nice to have a stylesheet that keeps the spacing between the display boxes consistent/uniform, as opposed to this stuff that updates the spacing mid run/combat. Separately, perhaps an option to turn on/off all of the unlocked Auto-buyers for a prestige level.
I'm still seeing something that looks like looped attempts to auto-buy. However, I definitely have plenty of points waiting in that Prestige layer (first, 75pts waiting), yet the game seems to try to buy the upgrades without triggering the Prestige, resulting in a reset that just doesn't do anything except reset the Floor despite having Floor-6 upgrade. I have auto-buys set on Layer 2 and 3.
Interesting moments: -When you're working with a non-standard shape, especially one with gaps. -When you're baited into unfolding a piece that doesn't move at all in the solution.
Ultimately, this felt derivative of some of the puzzles from Conceptis, in terms of identifying how patterns fit in the space. Some conceptual spaces to explore could include -forcing the patterns to change within a single puzzle, -unfolding more playable space that then needs to be filled, -hazards that must somehow be resolved before that space can then be filled with unfolded shapes, -messing with colors, -rotation vs. reflection
But of course, if you prefer a purer simpler puzzle, this is... fine? Definitely achieved flow state pace, but it was matter of fact as opposed to satisfying? In many cases the solutions felt apparent from first glance, and the rest of the time is just spent dealing with the mechanics of carrying it out.
This was lovely. The movement wasn't perfect for me, but the entire design was built around it so the quirky movement never felt too out of place. As has been said, this was a master-class of level design, with graceful introduction of mechanics that then developed into fuller ideas. Although I would have liked to see more cross-pollination of the various room gimmicks before the final room, the hub/spokes level layout does prevent this from happening gracefully. My most pressing comment would be that the block puzzle felt very on-theme, but very disconnected from the main mechanical life of the game. The closest match was the square thwomp segment from the lower left/blue room, and frankly, if the point of the puzzle was then to lead you into a square thwomp sequence that fully reflected the layout of that puzzle (and somehow led into a midterm of the mechanics) before dropping you into the final room, I'd have had the most pleasant coronary imaginable.
This may be minor in the face of other issues you're trying to address, but there appears to be a collision issue when a bot hits a corner perfectly: even though theoretically the bot hits both surfaces when leaving the corner, you only get credit for one surface, which can leave someone feeling cheated if that corner includes a broken surface, and they only get credit for the broken surface.
You've chosen a strong visual aesthetic, but the dynamic backgrounds make it difficult to distinguish anything, and this will be hell on people with limited vision. Also, you do have a soft lock issue with the final two panels to be unlocked.
Yes