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Picross Fever 3D

Picross Fever 3D

by turnA

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Picross Fever 3D

Rating:
2.8
Released: July 19, 2012
Last updated: July 19, 2012
Developer: turnA

Tags for Picross Fever 3D

Description

A quick minigame of picross in 3D! Use your mind and careful planning to solve various 3D picross puzzle and uncover many interesting shapes that hidden within!

How to Play

Click on the block that have 0 number on their side to remove them. Watch and analyze various block with different number to discover pattern and predict the block that can be removed. The number on the side of a block show how many block that part of the shape and can't be removed on that direction.

Player can also rotate the 3D puzzle, and use horizontal/vertical slider to see the inside of the puzzle.

Each removed block will increase combo, and combined with game time, it will decide player rating for that level. You must reach the highest score with the lowest amount of time to reach 3-star rating!

Comments

0/1000
pgladney avatar

pgladney

Jul. 20, 2012

21
0

There needs to be a way to mark cubes that we know should be there. Like in the original DS game

haltgamer avatar

haltgamer

Jul. 20, 2012

13
0

Its a good game, but the sliders are a bit hard to use

lpacphantom avatar

lpacphantom

Dec. 02, 2013

11
0

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 avatar

WonderWorm

Sep. 04, 2012

6
0

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 avatar

ashleyb

Nov. 15, 2012

5
0

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.