Just finished my third "endless" level, and I can say with certainty, whatever algorithm makes those ones, it is NOT guaranteed to be logical to only one solution. The one I just finished had at least four possible solutions. To wit: (1,1); (1,2); (6,1); (6,2) were all 4's. I greyed out (1,1) and (6,2), but I could just as easily have greyed out (1,2) and (6,1) instead.
"Puzzles" huh?... *plays a few levels* well... hot damn. *bookmarks to share with his roommate's six-year-old son. Thank you SO much for making such an elegant little game I can use to keep him entertained and teach him some basic problem solving skills, and have it be FUN for him.
To whoever decided to let us pick things up after we've hit inventory capacity, and simply discard/sell the extras BETWEEN missions instead of during them: Thank you, from the bottom of my heart.
Just noticed, the flavor text for "Belted Gauntlets has a typo: "an exotic ans spicy" should say: "an exotic and spicy." Minor superficial error, but hopefully this can be fixed?
I love and hate that there isn't a tutorial. I hate it in that I'm confused as all hell just starting out, but I love that it FITS the tone of the game, and I'm catching on pretty quickly. Sadly, many players will just give up without even trying.
This game is GORGEOUS. Absolutely stunning, and a really inventive take on a similar game mechanic to "difference games." I do have a few points I'd like to mention though 1) I like the recharge time on the reveal. It's neither too short nor too long. kudos. I do find the frequency of it's pulsing to be a bit distracting though. "I know you can tell me where the last number is, shut up so I can look." 2) I wish the pictures told a clear narrative, or appeared to be all about the same world, one picture with enough tie to the previous to be related. 3) I LOVE this art. It really is stunning, but I'm a bit disappointed there's no credits page, so I can see who drew it. It's also a professional concern because if you don't tell us who drew it, we have no way of confirming if you have the rights to use it. 4) I just love this game. On so many levels.
I have a bug. I'm playing on beginner level, first dungeon. I've found items that are supposed to regenerate health every turn. They appear to actually DECREASE my health each turn, but when I'm poisoned, they cause the poison to heal me. I'm guessing there's some multiplier mix up in the equations somewhere. Thanks, let me know if you want any more information to replicate the bug.
I find this game exasperating in that I REALLY want to like it, but it has so much keeping it from really shining: 1) The grid is too small. You have 7 different elements, only 12 squares to fit them into. 2) Rename the achievements, PLEASE. "Trophies" are a part of gameplay, very misleading. Also, a finite number is NOT a good way to purchase limited use items. 3) Explain resistance. Do I hit twice with an off element? Or will excess power overcome the difference? Also, explain power attacks more explicitly. 4) Nice but not mandatory: A) A way to purchase lower level equipment IE: I want to replace my lvl 2 gun for a lvl 5, but I'm lvl 10. B) A way to leave the battle. I have more than once clicked on the wrong battle or had such a CRAPPY starting grid that I wanted a mulligan. C) And last, the trophy requirements for early levels are ridiculous before leveling up grinding style (Tip: grinding is BAD). Perfect attacking each enemy requires combos of four or five which is not feasible.
I find this game to be EXTREMELY addictive, and I really like the idea that the user is left to figure out the mechanics and rules by ourselves, I don't like that I just spent two hours dutifully recording a variety of patterns and playing with statistics and variables and the only thing I can come up with is this game is 100% random.
There is no way to predict satisfactorily enough to react or plan accordingly. The same strategy can get you scores ranging from 72-3000 points. Some form of predictability would greatly improve this game. The mechanics and concept are FANTASTIC, but the implementation needs work. Something the user can plan for or this isn't a true puzzle game.
I am enjoying it now, but eventually it will just be clicking buttons ad hoc which isn't gaming.
An undo button. It'd cancel any combo I have going, but I can't stress enough how FRUSTRATING it is to GET the answer then click the wrong node and have to start from the beginning, completely forgetting what clever thing I just did to get there the last time.