Picross Fever 3D
oleh turnA
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Picross Fever 3D
Tag untuk Picross Fever 3D
Deskripsi
Minigame picross 3D yang cepat! Gunakan otak dan perencanaan matang untuk memecahkan berbagai puzzle picross 3D dan temukan banyak bentuk menarik yang tersembunyi di dalamnya!
Cara Bermain
Klik pada blok yang memiliki angka 0 di sisinya untuk menghapusnya. Amati dan analisa berbagai blok dengan angka berbeda untuk menemukan pola dan memprediksi blok yang bisa dihapus. Angka di sisi blok menunjukkan berapa banyak blok yang menjadi bagian dari bentuk dan tidak bisa dihapus ke arah itu. Pemain juga bisa memutar puzzle 3D, dan menggunakan slider horizontal/vertikal untuk melihat bagian dalam puzzle. Setiap blok yang dihapus akan menambah kombo, dan dikombinasikan dengan waktu permainan, akan menentukan rating pemain untuk level itu. Kamu harus meraih skor tertinggi dengan waktu tercepat untuk mendapatkan rating 3 bintang!
Komentar
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.