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A jam submission

Master MindView game page

Submitted by Iam331 — 12 minutes, 30 seconds before the deadline
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Master Mind's itch.io page

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What did this game do well?

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I played mindmaster previously, and it definitely makes me feel very nostalgic playing this. I also liked the minimalist yet pretty straightforward colors and visuals.

The game is simple in its execution and follows through with the idea that game depth can come from the process of logical thinking. The base core loop encourages players to think deeply about what the correct colors are. However, players must sacrifice turns to determine what the correct colors ought to be. This kind of gameplay loop is a very effective incentive for players that want to guess the correct colors in the least amount of turns as possible. A simple but challenging game overall.

I like the idea of the game, the variants in choosing diferent difficulties are very interesting

I liked the strategy part of it, because it really had me thinking about what was right and what was wrong. It felt like wordle or another minigame I have seen made in minecraft where you try to match the correct colored blocks. The aspect of being unable to know which colors were right made it very challenging.

This game is a good puzzle game and reflects the original Master Mind well.

I think that the game puzzle game concept is quite interesting. There is a similar game I used to play when I was bored waiting on an airplane or train, and I didn't think of making it into a game, which is quite impressive.

It is a challenging game and the player is forced to get better to do well in the game.

It's a good implementation of a pretty fun game. It works. I like clicking on circles. The degree of options included here is very impressive

The game is easy to begin with, especially for those who already know the rules. I like the way that it allows player to customize the difficulty.

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What could this game have done better?

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I think it may be harder for someone that has not played the game before to understand the rules/the meanings behind the colors of the circles.

The tiny, yellow text on red background on high-resolution screens is really hard to read and sometimes causes eye stress. To avoid this issue try to adopt subdued primary colors (colors that take up the majority of the screen) and bright accent colors. It's somewhat hard to tell if there's any distinction between the different game modes - there doesn't feel like there's a substantive difference between the 'Chill' mode and the 'Speed' mode and such. Outside of these two primary issues though, the game is overall a good prototype with potential.

The game feel is kind of missing in the game that I wish there is some effect when the guess is correct/wrong.

The game was very confusing at first, and I didn't really know what was going on. Maybe show the instructions at the start of the game or have some sort of option to see them while playing. Also it felt a little odd choosing the settings for myself, I like the idea, but I think it would be more fun to make levels out of changing the settings as it slowly get more and more difficult.

This game reminds me of Wordle or similar games, where a player is asked to guess a pattern and told when guesses are qualitatively correct or in the right position. The issue is, in most modern versions of these games, the scope is limited to a certain topic. For example, for Wordle, the patterns are limited to only real English words. This fundamentally helps the player narrow down their guesses without other rules in play.

Currently, this game is solvable. For any x colors and y slots, the game can be solvable in at most x+y+1 guesses. This is a rough estimate. The strategy is to make one guess of every slot filled with one color, for x guesses, which will reveal which colors are in the final pattern. Then, spend at most y+1 guesses reordering the colors. This game will only be interesting if the maximum amount of guesses is less than x+y+1, and the patterns allowed follow some constraint.

Maybe making the UI more visually understandable, and sometime the instruction maybe too complicated to understand if there is only words presented.

Some music would be nice. The instructions are too long and we know real gamers don't read instructions.

explain itself. Add some visual demonstration of the mechanics or at least make the written tutorial a bit larger

Clearer ui design and also clearer tutorial might help.