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A member registered Mar 19, 2017 · View creator page →

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I think my new best score (timed mode) is 6910. Let me know if you beat it! There’s definitely a big element of luck.

Nice job, you got the best score I’ve seen yet. You’re right that the game isn’t really balanced around untimed mode. Since there’s no way to clear tiles, space will eventually fill up and force a game-over. In my initial plan, I wanted to let the player draw a match as a loop clear every tile that was looped around. I didn’t get around it, partly due to time, but partly because I enjoyed the challenge of low space. It’s not as big of a problem in timed mode, where you usually can’t get past tier 3-4.

I think the best strategy, if you want to play for score in endless mode, would be to focus on a single color which you try to build a high-tier chain for, while other pieces, you try to match as longer chains to keep out of the way. But this is easier said than done. I may need to experiment with less colors for a post-jam version.

Amazing! I want more! This feels like the start of a really cool minigame collection. And the writing is super fun.

Thanks for playing! I think you might be better than me at the game. I never could reach Tier 4 in my own timed plays as well. It gets quite tricky to keep space clean once you start getting into tier 3.

Good suggestion on pre-pathing. I thought about adding it as well, but cut for time.

Bombs were certainly helpful in stalling for time. You may consider doing something like Tetris, which uses a bag system to ensure every piece shows up once in a given 7-piece series. Though your game has many more tiles, so it may still be tricky. Or perhaps, you could allow bad tile placements, but at some sort of penalty or cost for each mismatch.

I like it a lot, but it’s very hard. Reminds me of Dorfromantik. I spent so long waiting for the tile to make my merge, but it never came. I guess I have bad luck.

This is so cool! I love the concept, and the art is super cute. My only criticism/suggestions:

  • It would be nice if the game ramped up in difficulty faster. I think it spends too long at slower speeds.
  • I’d like some way to do combos or another technique for increasing score, besides using same color to get 5 points. Right now, there’s no reason not to take your time and be very careful. Maybe consider score increases by speed or board full clears, or a combo that builds up as you match without changing color.

Thank you! Now I understand. The game is still very tricky for me, but fun!

I like really difficult games, so I think it shows up in my game. I like having a super tight space, where you need to be very careful to leave space open for tiles. But I may have gone overboard. I wonder if downgrading to only three colors could be better for difficulty.

Thank you! Sounds were added very last minute, I only put three in, ha. I thought about adding a witch’s laugh if you get a big score, but didn’t get around to recording myself. :]

It sounds like the game is pretty hard for a lot of people.

The rain and plant growth effects are so cool! Very interesting take on the theme. But the game is a bit slow-paced, I couldn’t tell what do do to make much progress.

I think this game would benefit a lot from having the names of icons easily visible. It’s hard to tell exactly what each symbol means. But I think Doodle-God games have an inherent challenge in that, it’s hard to make merging that is easy to understand but also deep. Making the merging less guesswork is good, if you can provide challenge in another way. For example, provide the player a easy-to-read-diagram of merges, but give them a time limit per customer.

Only two levels, it would be nice with some more. Interesting idea. Feels more like a puzzle game than chess, since pawn moves so differently.

This is cool. But it is too hard for me, it hurts my head. I like the music and art.

The art is super adorable! But there’s not really any challenge, it seems like you have no time pressure or consequence for bad potion. Maybe using the wrong potion should give them a different effect and they leave disappointed. 😈️😉️

Not sure I can tell how merge theme plays into this. But it was awesome otherwise. Starts out a bit slow for an idler, but the particle system makes for some great eye candy once you get the chain laser and multiple ships.

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Interesting concept. It’s fun to think about strategy. For my winning game against AI, I started by moving up only, keeping a defensive position. Then I started infiltrating the enemy territory (since converting a tile is better than getting a grey tile).

Once game gets to mid-game, both players moves will generally flip a tile, so it’s more about positioning. Merging works well here – by merging, you give up a few turns of converting tiles, to gain a unit with higher damage power. It’s much faster to send one +2 unit into enemy territory to kill 3 enemies than to send 3 Lv 0 units.

I think there’s some potential here for fun concepts. Maybe supporting even more players (up to 6?), or having different arena shapes, or different units.

This is a cool 2048 clone. Bombs do make it feel unique. But the screenshake is super intense, it gives me a bit of a headache!

Very cool game. Sound effects and animations really help it feel fun. I like the mechanic, but it feels like the best strategy is to focus on primary colors, since secondary and tertiary are much harder to merge. It would be cool if merging higher colors gave a bigger score multiplier.

Fun and cute! I’d like to see more enemies and more spells.

Amazing work! It’s sometimes tricky to tell what color the door is until you read it, so I usually just guessed until I found the right color. I finished all the puzzles. The crystals are a very fun mechanic

For me, I try to think my moves out, so I run out of time on timed mode. I like to go for long, high-tier chains, so I try to clear space and make upgraded orbs. Thanks for playing!

I won. But it looks like there is no victory screen? Cool idea, though. image.png

I am happy that the rules are different than regular 2048, to make things unique. But this is hard for me, it hurts my head! I only got to 81.

Fun idea. I think needing to type the hex each time gets a bit tiring. Sliders would be nice :]. Maybe a time-attack mode where you need to go fast for random colors instead of guessing and fixing.

My Score: 75.0 / 100.0

It’s fun! Your github link is private, by the way.

I wish there were descriptions for the powers. It’s hard to know what each color does. Also game feels too easy for me, I didn’t break my shield until I totally stopped playing. But the game seems nice. I like watching the colors and spraying bullets everywhere.

Cool idea! I’d like to see more levels of spell-merging, since I think you can only merge once here? This was hard for me. I couldn’t beat the second enemy. 😅️

It’s a cool twist on 2048. However, there are a lot of small differences that make it harder to play. Merging is not very consistent. Sometimes pieces stop early, sometimes they merge multiple in one move, and the order of merging is back-to-front while 2048 is front-to-back. You also let the player move, even if no tiles have moved.

I like the color-changing and double spawns starting at the later rounds.

This game seems cool, I can’t figure out how the spells work. I can put spells in slots, and sometimes click on enemies with spells. But spells don’t always seem to work, and I don’t understand spell merging.

Nice job. I’m a fan of the cutscene art. I feel like the chef was underutilized, I never ran into trouble with him myself after the first few seconds. Maybe it’s worth some rubber-banding to keep him at a closer distance, as long as his distance to you is always readable.

Interesting, the non-pro zipped build ran fine  for me on Fedora.  Good to hear you can compile from source still.

I don't have the pro version, but there is a Linux zip download, you should be able to use that, extract and run.

You can actually get a peek at Atlantis if you "solve a mystery of the sea."  But from what I can tell few if any people have figured the puzzle out.  Perhaps I made it a bit too cryptic, but maybe it's good that way...  :)


Spoiler for those interested: Atlantis is only the good ending.  There's a slightly better ending, but that one is even more cryptic, haha.  No more hints from me!

Thank you!  I know about the music tool.  But the album is not mine, so I leave it as a "relevant recommendation."

Super cute!  Lots of respect to a fellow who would also make bitsy game instead of studying for exams... :)

This is sweet!  Nice take on the theme, and I love how running up for boosts forces you to play risky.  I got a final score of 112114 on my first play through.  

Thank you both for the feedback!  Initially, the toppings were supposed to be important info, as later deliveries would get out of order, but with the way my difficulty turned out, you're almost always left with only one delivery that can't get mixed up.  I'm glad you liked the sounds too; I literally made them all in the last 10 minutes of work haha.

If anyone's interested, I updated the difficultly a tad bit over at  https://www.lexaloffle.com/bbs/?tid=31405.  It's still not perfect, but I think it gives a bit better challenge.