I've noticed, now that Mines++ gives you the number of mines most of the time, that the fewer the mines there are, the easier it is. For example, I had a map the other day that had 39 mines which was quite impossible, and then I had a map with 6 mines which was a walk in the park. I would suggest that on the Mines++ options page, allow the user to select their difficulty level, where difficulty == number of mines. I wouldn't go so far as to have them select the exact number, just something like Easy = <10 mines, Moderate = 10-20 mines, Hard = 20=30 mines, Impossible = >30 mines.
Love this game! I can play it over and over again... I have noticed that sometimes, clues don't grey out automatically when they should. And, once or twice, I get a strange clue where it just has, for example, the number 7 with no corresponding icon so I don't know what that clue means. (In Minesweeper++)
I found an issue with level 50 where some of the satisfied hints don't grey out but others do? I was able to solve the level but the hints weren't behaving correctly.
I'm sure the story is good and all but it feels like I'm randomly clicking just to go to the next screen, and the choices are random, so no meaningful input from the player.
Kind of confusing. What you're supposed to do is not always intuitive. I found myself checking the walkthrough a lot. Like when you get to LOWER, which is really the first time it comes up, I didn't realize that you could actually jump on those letters. And i didn't know you could push blocks. So I had to cheat to get that info. But even after I got that, I couldn't figure out what to do next, because the leaves were so darn small that I didn't think you could actually stand on them. That's just an example. Point is, the game was frustrating for me because it felt like I didn't have enough information to be able to play the game.
I thought this game was pretty hard. I had to cheat on level 2. I love a good puzzle game, but the learning curve was pretty steep. More levels for practice before our brain gets broken?
It would be good if the "suggest item" feature were refined somewhat, and I propose two dimensions: First, if you suggest an item that is the same type, you get a bonus (i.e. helmet for helmet, herbs for herbs), and if you suggest a different type, you get a penalty. Second, if you suggest an item in the same price range (say +/- 10%) you get a bonus, but if it's out of that price range, you get a penalty. I mean, it makes no sense if someone comes in and says "I broke my piggy bank to buy an Herbs Bundle (95 gold)" and then there's no penalty when you try to sell them Magic Leaves (2300 gold). Likewise, it doesn't make sense if they say, I broke my sword I need a new one, and you're like, here, have this pair of shoes instead, maybe you can throw them at the monster.
Okay, seriously, for Australia and the final level, I was stuck for a long time simply because I didn't realize I could scroll down. You really need to fix that bug.
Please give the option to start the Grinnfinite Dungeon from later levels. I.e. start at 5, start at 10, start at 15. It is very tedious go through all the boring beginning levels, especially when they are super easy.
Nice game, nice concept. But I wasn't actually sure what decisions I was making that lead to the ending I got. A few levels I noticed that there was more level to explore than the door I found, but playing through, they weren't conscious decisions. I sort of thought that the different doors might lead to different areas and eventually I would go back, or at least see a map, so I could see the routes I didn't choose. Point is, I had no idea I was making "decisions" about how "adventurous" I was, I was just finding a solution to the puzzle.
Well... people can actually die because of your choices. People you love. How isn't that meaningful?