Picross Fever 3D
par turnA
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Picross Fever 3D
Tags pour Picross Fever 3D
Description
Un mini-jeu rapide de picross en 3D ! Faites preuve de logique et de réflexion pour résoudre différents puzzles picross 3D et découvrir de nombreuses formes cachées !
Comment jouer
Cliquez sur les blocs ayant un 0 sur le côté pour les retirer. Observez et analysez les blocs avec différents chiffres pour découvrir des motifs et prédire ceux à retirer. Le chiffre sur le côté d’un bloc indique combien de blocs font partie de la forme et ne peuvent pas être retirés dans cette direction. Le joueur peut aussi faire pivoter le puzzle 3D et utiliser les curseurs horizontaux/verticaux pour voir l’intérieur. Chaque bloc retiré augmente le combo, et combiné au temps de jeu, cela détermine la note du joueur pour le niveau. Atteignez le meilleur score en un minimum de temps pour obtenir 3 étoiles !
Commentaires
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.