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This is a clever little word game, once I figured out what was going on it was pretty fun! I don't really have any expertise in word games so I'll only go into detail on this one thought:

The only thing that came to mind was that the score doesn't feel like much of a motivation because It's just too much of a black box to know what a "good" score really is. I think a frame of reference to compare your score to would go a long way to making the accomplishment felt. Something like an algorithm that calculates the theoretical max score based on the given letters. The alternative would be to make the levels more puzzle-y handcrafted levels that give the player clear objective markers of success. Either way, a score alone isn't enough to reward the player, they also need a context to frame it in. 

That's all I have for feedback, this was a lovely little word game and I wish you all the best in the jam! Keep making games and have fun!

Thank you for your feedback!

In regards to scoring I was inspired by the way Balatro builds up very big scores. My concern of showing the score before the end of the round would be the player might over optimise their score as much as possible before they submit it, make them spend more time per round then what I think should be ideal. 

I think it might be possible to work out a theoretical max score, but as the letters are randomly generated I am not sure how computationally expensive it would be to calculate the highest possible score with 15 random letters and about 170k dictionary words.

I do think the method of scoring could be more easy to visualise though. Currently it is a base score of 1 multiplied by the length of each word so it can get very high. I was thinking it might be simpler to have a score of 100 for each word multiplied by the word length instead but I don't think it rewards long words as well as it should.