interesting concept! mouse to click the moving ball is a little bit not user friendly. maybe clicking anywhere on screen and drag and kick the ball, that may encourage players persueing higher score
AZplaylab
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thanks a lot!
actually this is my first puzzle game. I’m not a puzzle guy, but when thinking about two colors, other genre will be too hard for me to make as I have not drawing skills
So the ideas started from the constrains, two colors, then I would have black and white blocks, then I think it might be some routing puzzle, then thought about adding more mechanics to the white blocks being player’s boundaries and npc’s ability path. Then I thought about the goal, and what could be fun for players to optimize for that goals. Then chose number of offers shooting as the optimization goal etc
hope it helps
thanks!
the last level intention to to have player lead his follower to the portals so they can be more efficiently transfer to the other side, and the other side is pure npc’s battle ground. I should have add the opinion leader types to the level, so they can aware the grey guys. Thanks for pointing it out
Thanks a lot! There is a repetitive simple background music, the intention is to make it a stifling 1984 like environment. And agreed, more mechanics could be added like in communication theory, the role gate keeper would be interesting, and potentially devide the normal npc into different groups with different behavior pattern so player need to have more strategy when trying to persuade. And could have betrayers.
Thanks a lot for playing and feedback!
I can understand why some players feel it's unituitive. multiple mechanisms are not introduced step by step. And the challenge of this game deisgn is distilling its core, while I'm not happy about its core now. to further expand the game, I could add more roles in communication theory like gatekeeper, facilitator etc. but these will only add more burden for UI.
Thanks for playing!
main goal is to position the player to maximize the speed of getting followers. the level 2 versus AI might make it a bit more obvious, but level 1 could be still too slow. Agree that the game is too abstract. I struggled to convert the theories to intuitive gameplay, it would either seems too complex or too simple without depth
the AI is too smart with the algerithm. I was hit hard as well, it can be crazy when their cycleAwareness and dashUsage get high. now the normal ai is with low number already
switch (mode) {
case GameMode.PVE_NORMAL: return {
reactionDelay: 15,
cycleAwareness: 0.5,
dashUsage: 0.3,
aggression: 0.5
};
case GameMode.PVE_HARD: return {
reactionDelay: 10, // Super fast reactions
cycleAwareness: 0.7, // Will fix bad cycles immediately
dashUsage: 0.6, // Uses dash for positioning and defense
aggression: 0.6 // Relentless
};






