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(+1)

Fun for puzzleheads and if multiple solutions are accepted (as long as they're correct) players could feel like they managed to outsmart you (in a good way).

One thing I would change: if you present the board, then wait for the player to click and then cut to text it feels disruptive, usually at that point I'm trying to pick up and place a tile, but clicking triggers the text screen instead. Most of the same messages could be presented as hints when the player clicks a hint button.

Agree to the suggestion. I struggle a lot whether I should do level->message->level. Hint system is difficult to make as different players get stuck at different places.
Btw, it does allow multiple solutions and I have been outsmarted more than once (Trying my best to avoid this only because my solutions are hardcoded). Thanks for playing and your invaluable feedback definitely helps.

(+1)

Perhaps a good compromise is presenting the text on a seethrough panel, or on a side panel while the play area is greyed out. That way the player sees both the message and the board state but can't take any actions yet.