Yeah, I was thinking each type of connectivity would have its own color so that you can tell at a glance that they're different from a puzzle perspective. Not sure if that would actually look nice in-game but I think it would help with learning to solve the puzzles!
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I'm a huge fan of this and played for enough to understand the rotating in a triangular pattern to swap parity but not enough yet to solve puzzles without the picture of the final configuration :p
Is there a reference you used to design these knots, since I don't think Celtic knots are typically hexagonal?
One suggestion for making the game a bit easier to read is having slightly different gradients or colors on pieces of different types, so it's easier to see at a glance which two pieces are the same. I noticed though that there are pieces with the same edge types but different internal knotting (e.g. the straight Y piece and the knotted Y piece). Do those end up actually creating different knots in practice?
Really enjoyed it and I liked the addition of the teleport mechanic, adding a bit of extra depth to the game! The amount of cooldown on the aiming felt appropriate so that you couldn't just keep spamming aim. I liked the robotic voice, bouncing sound effect, and how the slow down felt, there was great attention to detail!
A couple ideas for improvements:
* It'd be nice to do individual room times as well as overall playthrough times since I didn't feel compelled enough to try to unlock hard mode legitly.
* There were some instances where I let go and immediately clicked again and didn't get to aim. After noticing this I made sure to wait a little bit in between clicks. It would be nice if clicking while the cooldown is still active buffered the input so that you start aiming immediately after the cooldown is over if the mouse button is held down.
Loving the amount of juice and polish in the game! Since levels are deterministic, I think it would be really cool if it went in a direction of a rhythm like game, the satisfying clicks and the aesthetic already fist pretty well.
Thank you everyone for playing and for the detailed feedback! I'm also really grateful for the streamers who played the game. It was really helpful to watch a full playthrough!
I agree a lot with the comments about control and precision and want to remove as much artificial difficulty as possible. At the same time, I want to keep the core aspects of the game: platforming challenges that require figuring out how to solve it and then being to execute your solution.
I'm not sure if I'll be expanding on the game content-wise but I'm planning to change the following (unordered list) for a post-jam version as an exercise:
- Separate hitbox for mailchain to recoil from walls that’s smaller than the hitbox for hitting mailboxes.
- Slight visual indicator when mailboxes are within reach and a different visual indicator when mailboxes are very close and gives a smaller velocity boost. (probably colored outline + small particle effects)
- Spikes should have triangular hitboxes instead of rectangular so you can diagonal jump without hitting them
- Resolution should be taller vertically overall. 320x180 -> 360x240
- There should be places that let you zoom out to view the area near you and avoid blind drops.
- Redesign controls so that aiming your mailchain separate from moving. Also add controller support.
Enjoyed it a lot and snagged the top of the leaderboard for (hopefully) some amount of time! I think the wall jumping is a bit strange since you need to hold into the wall to get the proper jump and holding away makes you jump without the horizontal velocity.
The physics and level design were good!
The map looks great and the music really fits with the game! Did you make the music yourself by the way and if so, what software did you use?
I ended up just holding shield all the time and attacking :p It actually ended up being pretty chill and relaxing to play since I could get through all the enemies without taking much damage!
This was fantastic! Loved all the juice, the way you introduce new mechanics and the smooth level progression (except for the last level, which felt like a pretty big jump in difficulty :p). The screenshake, trail on the ball and everything is really clean and fits together well! The level design was also great and I'd love some even harder levels!
One major thing though is that I really wish there were a line like in Peggle that shows your initial trajectory but not the bounces, since the harder levels require you to be consistent over multiple shots and small variations in the angle lead to very different trajectories. The last level in particular I had a good set up but had a lot of trouble aiming it consistently which was frustrating and a line to see the initial trajectory would have helped a lot!
The background looks super good! Killing enemies with the arrow is really satisfying and I ended up mostly using the arrow to kill.
It'd be cool if the fires had a double purpose, maybe if something like you can shoot your arrow through fire to power it up as a fire arrow or something!
Love the background, UI polish, and the trail when cutting!
At first I thought it was just Hashi but with diagonal lines and was really confused on the second level. It took a bit of time to read and re-read the instructions before I saw the stars with a black outline meant size of connected component. The puzzle mechanics are great once I got that, I think it would have helped to invert the colors on the second type of star to distinguish them more.
The puzzles themselves were also great, I think a few of the ones I played had non-unique solutions. It looks like the puzzles are randomly generated after the first couple intro levels right?
I really enjoyed it! It was really polished and I liked the variety of puzzles and how realistic tangling all the wires felt. Having the voiceover was also super cool!
Like Tcbapo, either I also misunderstood how level 7 worked or there's a bug?
Thanks for the kind comment, Voxifera! I'm not sure if I'll be working on more episodes yet, but I'll definitely be fixing bugs and acting on suggestions for the episode I've released so far.
"Inferno" is from the base game but the wording gets a bit confusing with the new equipment added in the mod. I'll remove it from the item pool and replace it with a piece of original equipment that has a similar effect!
Are you playing the online HTML5 version on the downloadable Windows version? Could you please provide some system details such as which browser and which Windows operating system you are using?
We'll try to reproduce the issue and upload a fix, thanks!
Thank you, I've verified the bug with upgrading Smoulder and I'll fix it in an update soon! I am also planning to buff the early game based on feedback.
The equipment is made in the official modding tool Dicey Modgeons. Images were modified in GIMP and animated in After Effects. Some additional files were edited directly in a text editor.
Nice, I enjoyed the abilities you unlock and the level design for using them was good! I was a bit frustrated when reaching the spikes without the momentum ability since I think it would have been nicer to have gated that off more clearly (or have some intermediate collectible along that path).
The ball mechanic is really great and I could see a lot more design potential for this!
I liked the art, music, and the story / dialogue. It would be pretty cool to either play as the other characters and/or team up with them.
The combat was a bit rough and it would have been useful to have some indication of dealing damage to the enemy and perhaps their remaining health as well. I think some explanation of the controls would have helped as well since it wasn't explained anywhere in game that you can hold shift to run.
I tried going down the left path first but just ended up at a dead end. Was there supposed to be some extra dialogue there?
Loved the game and it fits the theme so well :D
My favorite level was the one where you expelled multiple coins to push coins further in and unlock the barrier. I thought was a really clever use of the mechanics!
For the dust effect, it would help me by better seeing my horizontal positions for jumps I did successfully so I know roughly where to jump in future.
The autojump I noticed and it was actually kind of annoying :P
Do you pick 2 random levels out of a pool of possible levels for each trip to the mines right now? I thought that was pretty cool, it's like a roguelike structure but instead of the entire game being a roguelike, each single trip to the mines was like a mini roguelike experience.
Edit: Oops, should have read the comment above about the random level selection.
Love the art, the spinning coin looks really cool for a 4x4 sprite! I stopped after trying the fourth mine for about 10 minutes. The level design is good, though a bit on the sadistic side :P
Having some dust effect when landing or jumping would help a bit with all those long jumps that require you to jump after you run off the platform. Also, I think the spikes don't look menacing enough. When I first started playing, I kept accidentally running into spikes because they didn't look like they were an obstacle.
Delightment is a puzzle game I am making to share my love of puzzles. The game takes place in a book where each page peers into a puzzle about lighting up tiles.
I've published an alpha build on itch.io so that people can try the game out. I've worked on the game on and off for a while now and the core mechanics are finalized and I've developed my taste for level design and the difficulty curve.
I'm still greatly iterating on the emotions the game evokes and what sort of narrative I can tell. I would love to hear feedback or ideas on this front!
Finally, if you're interested in playing a build with more content, please send me a DM on Twitter at @kcaze_!
Inverting the rules was really cool :)
The rules remind me a lot of Skyscraper logic puzzles: http://www.conceptispuzzles.com/index.aspx?uri=puzzle/skyscrapers
I wonder if you invert the expectations one more time and instead all the diamonds are fixed and you need to place the rocks and ravens? It would probably be too easy just like that so you might need to add a rule where no two ravens can be next to each other.
This was relaxing to play! The art, music, and sound effects were all so good :)
Being able to jump past brick walls with the purple lights was cool and I wished there were more of those levels.
I just played the alpha a few days ago and really enjoyed it! Speer looks like a really cool game and right up my alley (I love puzzles).
Small suggestion: maybe add a dust animation when you land as well?
Also, what happens if you use portals to shoot a Speer at yourself?
Another really good puzzle game that wasn't mentioned was Sokobond. I recently finished it and although a good chunk of the game felt like trial and error, there was some very cool higher level thinking in the extra levels. The Monster in particular was a really great level.
I'm also slowly making my way through Jelly No Puzzle. I'm currently on level 17 and am really liking how hard the puzzles without feeling unfair. A lot of the levels have a clear thesis or idea that it's trying to communicate and it's makes the levels so memorable that you can almost reconstruct the puzzle in your head even after you stop playing.
Lastly, a bit of self-promotion: Check out my demo for Exorb, a deceptively simple logic puzzler about filling in orbs!
What properties do you want in your city? I think it would be helpful to first manually plot out a few cities that are "typical" of what you would like your generate and then work backwards from there to come up with an algorithm.
Here's a useful article that could serve as a starting point for generating cities. The rooms generated would be your towns and the edges your roads.
An interesting perspective is this blog article by the developers of Prismata, a multiplayer card game. It doesn't directly answer your question of how you can make Rock Paper Scissor in a video game be more luck based but it's good reading in my opinion.
To directly answer the original question, here's a variation of Rock Paper Scissors that I tried to come up with. Instead of one round, let the players play multiple rounds of Rock Paper Scissors and decide the winner based on who won the most number of points in the end. Now add an additional action that players can do each turn: up the point value of one of Rock, Paper, or Scissors. To make the game more interesting, the other player cannot see what point values your Rock, Paper, and Scissors skills are. Finally, when you win a round, the number of points you get is equal to the point value of what you threw.
I just made up this example and haven't playtested it to see if it adds interesting depth and an element of skill, but the general principles I used were:
1) Continuity and a sense of progression. This is achieved by playing multiple rounds and allowing your point values to accumulate.
2) Imperfect information. Each player has access to information that the other player doesn't.
3) Larger option space. Rock Paper Scissors is a bit limited in that you only have 3 options per round. I added another set of 3 options for increasing point values so there's 3x3 = 9 set of options per turn