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Thanks for the heads-up on you new game. And it has user created levels as well. This is going to cost me lots of time. :)
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I think the mouse controls are pretty annoying. With those tiny arrows you have to hit. Keyboard controls would be much appreciated. Like this: Mouse click to select the part, then either: W/S,U/A,Caps/Space (right-handed mouse) or the Num pad 8/2,4/6,0/Enter (left-handed mouse) for movement.
How about that?
The dots on the walls are a pretty great concept and very helpful. :)
All in all, it’s OK gameplay, the interface could be better, the graphics are bland, but most of all, it lacks a greater motivation. I feel nothing while playing it. That’s not good. Give us a overall goal! Something meaningful. Good prototype though. :)
I actually have a class for keyboard controls but was scrapped in the released version because it was not obvious to first time players and resulted to a lot of early quitters (think of Qbert). The final mouse-based controls (taken from Interlocked) is not as responsive and precise but is a lot easier to understand. Though you don't have to exactly hit the arrows since their hit area is far wider than the visible graphics. That's the trade-off I made. Thank you for appreciating the markers, they were hard to do. ^_^ The minimalist graphics is intentional. As for motivation, I can offer nothing but the satisfaction of arriving at a solution. Suduko does the same, as well as Loops of Zen, even Hexiom. I do appreciate the thoughtful and comprehensive feedback, I will use it to move forward in this craft.
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The 30 play levels are good. the Challenges are just a pain, not because they are actually difficult, but because moving the pieces is annoying and if you want to get the best moves, you have to keep spamming undo when it moves the wrong way or move very slowly and carefully. Getting the best time is even worse because you got to move things fast and the rotate movement is especially weird.
I have tried 5 movement systems during development. The one adapted is the least evil I tell you. If you can point to me a better system please do. To my knowledge, rotation is awkward in all 3D applications not just Torvi Cube. I did the best I can. Best time requires physical dexterity on top of an economical sol'n. It is doable, but takes some practice. Thanks for the great feedback.
Good feedback pkprince23. But I was trying to focus attention on the pieces themselves. So I opted for a clean and muted color scheme. And no music because it's hard to please everyone and it adds too much weight. ^_^
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9th commit =p anyways this is a great game very complex and fun but the only problem is there are only 30 puzzles but I want to solve about 100 of these ;P
That's why I implemented User Generated Structures. Hopefully soon, great torvi structures will be uploaded by players. I still have a few in my notebooks too.
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I got a random message to try this game. It is ok once you get used to the controls. I was sliding them around like a pro by level 7. 30 levels feels right. Not too many nor too few. The puzzle designs are well thought out. I spent a lot of time on some, but never felt frustrated. All in all a good little puzzle diversion. 4/5
3 axes would mean dividing the plane into 6 regions instead of the current 4 and that caused a lot of misclicking during testing. No locking is needed because the regions are wide enough to make accurate clicking reasonable.
Takes a level or two to get used to maybe because of the isometric perspective. I suggest trusting the "shadows" more than just the mere appearance of the pieces.