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bgiethoorn

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A member registered Dec 05, 2018 · View creator page →

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Yeah, this was hard mode.

But I imagine this is a tough game design issue to solve. Basic minesweeper has a 'one-mine-and-you're-dead' design, and even with that and the occasional 50/50 a good player can solve most fields most of the time. 

Relics, artifacts and health all make it easier to get through the game, so they are an excellent way to scaffold the learning and get newer players going. I really think you are doing a great job with making this system powerful and interesting.

However, making the basic game harder is way more difficult, especially without breaking the fundamental joy of the puzzle, or the ability to solve it at all.


I think you're on the right track with the curses, but only a few tap into the basic setup of the game (limited vision or more damage might be a hindrance, but the game is the same). I think the 'let's remove some tiles' works best, in that it forces a veteran player to reassess otherwise familiar setups.
Maybe you can think of more curses (or just variations of the base game) in that line? 
Let me brainstorm some ideas (not yet filtered for quality or practicality): 

  • an irregularly shaped outer edge (diamond, heart, etc)
  • tiles that show the amount of mines in radius 2 instead of radius 1
  • tiles that show the amount of mines in straight directions and not diagonal (so 4 out of 8 possible options)
  • simple '?' tiles, that are in the game but don't give information
  • moving bombs
  • uncertain tiles, that show the amount of bombs +/- 1
  • tiles that indicate a pattern. Like 'I' is that there are two bombs on opposite sides of the tile and 'L' means 3 bombs around 1 corner.
  • tiles that create bombs if the surroundings are left alone for too long
  • tiles that automatically flag bombs next to it when certain conditions are fulfilled
  • a bonus if there is a bomb-moving or bomb-generating system and you get a revealed tile with 8 bombs next to it (another way to make things harder is by adding additional goals/challenges, also like you're doing with the chests)

You probably have thought of many of these already, but I just liked doing a quick game dev exercise for myself ;)

Have fun with development!

Love many of the new features! The relics are way more interesting then a couple of updates ago, and play way better. 

However, as stated before, for experienced minesweeper players it is a bit easy mode ^^

And you need more room to display relics in the victory screen :P

Thanks for the great updates mate! And have fun with development!

My new favourite strategy is to aim for 
Power Line + Dice early game

And then head into the last shop with 300 gold and just reroll until I get a second power line and 100 gold revealer artifact ^^

Ooh, small bug report:

When you have 1 heart (challenge mode) and a shield, the '30 gold + 1 damage' is unavailable., while it should be survivable. 

Small bug report: 
Shop items are excluded from the list before the discount has been applied:

Hey man, very nice twist on a familiar game! Love that the empty-cells for instance makes me rethink the 'standard patterns'.

So glad to hear that the timer is out. Oh, and I just had the game-breaking double power-line + hammer. Maybe min-charge 1 for everything?

Wow... Just wow. Enjoyed every second of this gem!

Simply delightful. Managed 98% :D:D:D

Excellent combination of actual skill and pure slapstick. The later levels took some work, but this was easily fun enough to finish!

Bit too fast for me, but very nice concept :)

Simple, but still strangely engaging :)

The buzzes were just nice.

Wow, very nicely done and filled with content! I struggled a bit with the interface at first, but after I realized how to pick up stuff everything fell into place. 

The only thing that is still difficult is the mouse-based double enemy combat. And with health rapidly declining after a few deaths it felt like too much of a stumbling block.

Still, amazing how much you did with the little space. Congrats on a great game!

Nice and tight! Love what you did within the scope :)

This game is gorgeous in its simplicity. Amazing how much you conveyed with so little screenspace.

Kudos!

Awesome game mate :)
Solid game design, visuals and sound.

Made me want to get to the end!

Hey mate, nice game! The ball and ninja are a very nice visual representation for working with the beat :)

Most important next upgrade: diversity in rhythm/gameplay. 

Good luck!