Creativity & Innovation: Not a lot of innovation, but it is solid and is a system that leaves a lot of room for additional levels.
Theme Adherence: Solid theme adherence.
Playability & User Experience: Works mostly as expected. Had an issue where the reset line button reset all lines, but all good aside from that.
Art and Design: Simple and as communicative as it needs to be.
Overall Fun Factor: This is one of the funner puzzle submissions I've seen. While it misses a couple of general marks (details below), the complexity of the puzzles offset this enough to make it not just feel like direct pattern recognition early in the play cycle.
As an overall comment: This is one of the more direct puzzle as a game submissions that I've seen, so I wanted to provide some insight about this because the puzzle elements used are uncommon so you get some more design focused feedback. A puzzle =/= a game, but most (almost all) games contain puzzles. A lot of what holds back puzzle games is the lack of additional motivational factors, or interactive/variable elements that add complexity. When there is only one solution to each stage, and a lack of other motivational forces, puzzle games run the risk of being more puzzle than game, which in a general sense weakens the gameplay loop. This is because the interactive elements (which provide player agency) become less of the focus as opposed to pattern recognition. SO instead of "playing" it's easy to enter a "solving" state, which will impact the players experience. There are people who this is their ideal sense of fun, but they are a lower population of potential players, so being away of this is important in making future design decisions. (And you can be successful, and this observation/design/development choice will simply influence other factors like allowable budget based on expected returns and what not.)
Puzzle design is also really hard, so kudo's and keep up the good work!
Thank you for the feedback. I'll keep it in mind while further developing the game (most probably as a different, more polished game). Also, sorry for the reset line button. It IS supposed to delete all lines. I should've named it "Reset all lines", my bad.
Really helped to actually read the hint text, when I realized the hidden mechanic I was like WHAT. And then I tried something else and was again like WHAT.
While some ways to connect made it too easy, I feel like this puzzle mechanic has tons of potential!
Comments
Gameplay: Solid puzzle gameplay.
Creativity & Innovation: Not a lot of innovation, but it is solid and is a system that leaves a lot of room for additional levels.
Theme Adherence: Solid theme adherence.
Playability & User Experience: Works mostly as expected. Had an issue where the reset line button reset all lines, but all good aside from that.
Art and Design: Simple and as communicative as it needs to be.
Overall Fun Factor: This is one of the funner puzzle submissions I've seen. While it misses a couple of general marks (details below), the complexity of the puzzles offset this enough to make it not just feel like direct pattern recognition early in the play cycle.
As an overall comment: This is one of the more direct puzzle as a game submissions that I've seen, so I wanted to provide some insight about this because the puzzle elements used are uncommon so you get some more design focused feedback. A puzzle =/= a game, but most (almost all) games contain puzzles. A lot of what holds back puzzle games is the lack of additional motivational factors, or interactive/variable elements that add complexity. When there is only one solution to each stage, and a lack of other motivational forces, puzzle games run the risk of being more puzzle than game, which in a general sense weakens the gameplay loop. This is because the interactive elements (which provide player agency) become less of the focus as opposed to pattern recognition. SO instead of "playing" it's easy to enter a "solving" state, which will impact the players experience. There are people who this is their ideal sense of fun, but they are a lower population of potential players, so being away of this is important in making future design decisions. (And you can be successful, and this observation/design/development choice will simply influence other factors like allowable budget based on expected returns and what not.)
Puzzle design is also really hard, so kudo's and keep up the good work!
Thank you for the feedback. I'll keep it in mind while further developing the game (most probably as a different, more polished game). Also, sorry for the reset line button. It IS supposed to delete all lines. I should've named it "Reset all lines", my bad.
This was really interesting to play! My game also took inspiration from the Three Utilities puzzle and it was neat to see a different take on it
Glad to see other minds that think alike ^_^
very awesome game, theres a lot of potential for lots of puzzles
Thank you ! I just added a few new levels to the game. Feel free to try them when you're free.
Really helped to actually read the hint text, when I realized the hidden mechanic I was like WHAT. And then I tried something else and was again like WHAT.
While some ways to connect made it too easy, I feel like this puzzle mechanic has tons of potential!
Thank you ! I'm glad you liked the twist. I'll try to add more difficult levels to the game and improve the visuals too.