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(1 edit)

Yeah, I understand your point of view. The main goal of this game was for me to try out some DragonBones animations and hexagonal grid path finding to be able to tell when orbs are left without neighboring options.

When you move an orb the result is A+B/2. In later levels it gets difficult and the puzzle has fewer solutions. It's easy first to get the point across which is to move all the orbs near the character.

Frankly I shared it to be able to show it via my portfolio. Not charging anything for it, I don't claim I'm the best puzzle maker, it was just an idea that came to me and wanted to play around and practice mobile phone screen size fitting for UI + game area. The rest, music and sounds were added simply because a cool deal was presented to me at the time with tons of casual music and effects available at a huge discount.

Try the harder puzzles, maybe the learning curve is not steep enough for you. If you still don't like it, it's ok. The project served and continues to serve it's purpose which is mainly showing my clients I can make an HTML5 game with Phaser that seamlessly plays accross any screen size with easy smooth play. :)

Have a good one!

it definitely accomplishes that, but you asked about the puzzle part =P

Yeah that's what the big sites tend towards as well, it's a nieche. A puzzle game needs to incorporate easier rules that the environment can diversify or the game can upgrade on at later stages. Easy to pick up stuff in the early phase with a ramping up curve and more added into gameplay later on.