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Hello everyone,
Currently, I'm working on a sequel to Unproportional. Eventually, I've decided to rewrite the portion of the code dealing with cutting and displaying the pieces, since the original one would do things in a weird way, preventing me to use some of the engine's features (animations come to mind). Of course, that is pretty much the core of the game, but it is surprising how much more stuff you have to build-up for actually releasing the game.
But aside from polishing, some of the changes could alter the gameplay experience, so I would really like any input on those. Please keep in mind that I may not be able to accept or implement all suggestions, or take the game on some directions suggested, but your thoughts are still welcome.
**1) Each image would have Easy, Medium and Hard puzzles**
In the original, each image has a puzzle associated with it. This gives a smooth transition from easy to hard, and it means that some pictures can only be seen after you complete the hard ones, like a reward for perseverance.But the problem here is that the images are the limiting factor on the game size. I can only have 30-50 images before I ran out of allowed file size, this way I can actually have 50 hard puzzles for those who want a greater challenge. The downside here is that the first time you solve an Image is different from the others, so this opens the way for people to solve it in easy, see how the picture is, and then solve it on hard.In the end, I think I'll have to risk players spoiling the puzzles - this is a player decision after all, and some people might be leaving the game when the puzzle is too hard, so those would benefit from a global lower difficulty.
**2) Player hints**
One of the ways to improve accessibility to the game would be to add occasional displays that a piece is in the wrong place, or the direction of its right place. But again, this could reduce the challenge for some players, and would take some time to implement
**3) Highscores**
On the original, each completed puzzle is 1 point, complete the 48 and you get the maximum of 48. One of the reasons I added this was so that Kongregate could add badges sometime, but it is also a way for me to know how many players were actually completing the game - personally I don't care much for high scores, so it wasn't something I had much thought on it.But once you add randomized levels it is possible to count how many times the player has solved any puzzle, without worrying too much about people "farming" the same levels over and over. For me, it would be useful to know how much people are playing the game, but I don't want to encourage mindless playing.
**4) Having Idle elements**
Idle games are all the rage right now, so why not have some puzzles solving themselves as time goes by? Instead of playing the game accumulate point that will play the game for you, while you sit back and relax. This isn't going to happen, of course, but I wonder how many people are going through these walls of text right now
Thank you for your time, any opinions would be greatly appreciated!
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1. If you add a difficulty selector that's available from the first puzzle, then people who want the challenge of hard can do that without getting spoiled by starting on easy/medium first. And they can downshift if it's too hard.
2. I don't have strong feelings about hints.
4. You got it wrong. You need a card game where the cards have power depending on how fast you solved the puzzle and on what difficulty!
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> *Originally posted by **[diaversai](/forums/1066385/topics/1892737?page=1#13345411)**:*
> 1. If you add a difficulty selector that's available from the first puzzle, then people who want the challenge of hard can do that without getting spoiled by starting on easy/medium first. And they can downshift if it's too hard.
> 2. I don't have strong feelings about hints.
> 4. You got it wrong. You need a card game where the cards have power depending on how fast you solved the puzzle and on what difficulty!
Thanks for your answers! The difficulty selector is the direction I am going. The card idea is **brilliant**, this way I can sell images and puzzles separatedly on booster packs!
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