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Micro game experimental logic. Can play this without description or tutorial ?

A topic by Microsvard created 29 days ago Views: 306 Replies: 17
Viewing posts 1 to 9

Hello indie gaming comrades, thanks for taking the time to view this topic.

I develop a very simple micro game experimental logic and retro old scools in my opinion. If there is no description or tutorial for this game, is it intuitive how to play it? What can be done to make the game more understandable?

Please, let me know if it's understand how to play this game and give me feedback on what can be improved in the game.

https://microsvard.itch.io/drop-down-block-to-water-puzzle

The main thing for me is to understand whether players can play this without description?

May the Power be with us

Hi, you need to mark the page as public instead of draft, I can't view it

I first configured the access "Restricted - Only owners & authorized people can view the page" so as not to publish ahead of time, I thought "Restricted" was enough for the community

OK, now I have configured "Public" access

Ok, played it, yeah I have no idea what is going on other than you lose when the pieces get too high. Also I was able to get some of them stuck at times, like once I lost because a piece didn't fall past the second space and I threw another one :P

hmm, interesting, so you can’t even get points before “LOSE”? 0 score? Or score>0, but it’s not clear how to win?

(+1)

No, I got some points. But I wasn't sure why I got the points, or what the water actually does. 

Making a game self-explanatory is not easy, I aimed for that when making my first game here and realized that you really have to make things obvious the first time around in order for everyone to notice. What is obvious to you is NOT obvious to your players. Some will figure things out you didn't expect them to... others will completely miss something fundamental. 

I played it, but didn't figure out what I had to achieve. I lost with leftmost column full and 0 points

thanks for playing, 0 score - this makes me think deeply

I started off saying I don't need a tutorial and was eager to dive in and figure it out myself. However, I didn't understand sh... anything. Every possible piece of thought I thought was wrong. I scored 94, but I have no idea how that happened. You have an odd definition of intuition!

thanks for playing,

So at the moment the following problems have become clear:

1 critical hazard before LOSE

2 how to get the points

3 what the water actually does

I'm thinking about it, and I already have several hypotheses about what can be added to the game for a better understanding of the game...

(+1)

Okay! I had zero idea what I was supposed to be doing. And if it weren't for me trying to play enough to give meaningful feedback I otherwise would have quit almost immediately. I thought I was supposed to line up the numbers 1-9 since that's how many slots there were but when I made a row nothing happened. I don't understand the correlation of the colors since nothing happens when they touch. I finally looked up the rules and I would never have figured out I needed a chain of colors to do things. I think just some kind of visual feedback will help the player a lot. Some kind of Ding or Sparkle to let them know they're on the right track. If I need to stack 3 boxes but when I stack 2 nothing happens, I'm not very inclined to even TRY the 3rd box, you know? 

Otherwise it has the makings for a fun little idle puzzle game, like Minesweeper or something. I liked that I didn't have to wait for the dropped cube to go all the way down before I was able to move the next top cube, that was good. It functioned and the UI made sense! Really great look to it. 

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Thanks for playing and meaningful feedback. It is very valuable to have an outside perspective. "stack 3 boxes but when I stack 2 nothing happens" - I will take note of this problem.

What confuses me is that 4 out of 4 players could not understand how to play, because when we learned to play simple games like Minesweeper or something, we did not read any instructions and there were no special tips, we just tried to play and that’s it it worked. Maybe other players, those who managed to figure it out, simply didn’t write anything. Or maybe, having encountered a problem, they immediately left the game. What will happen if you make a slightly more complex game or even a very complex one such as a strategy, RPG, game universe, or new game mechanics...

In any case, I have already started working on and adding simple visual indicators to this game

awesome! Yeah it is tricky. I make little rpgs and often struggle with the “well do I really NEED to include a tutorial that you use the arrow buttons to walk?” and - yes! It turns out. You do. Like for example my mother hasn’t really played a video game since Pong and didn’t know to use the arrows to walk or that Enter was select and a host of other things. 

It’s really tricky! I’ve found that over explanations are never as obnoxious as they seem to you. Ppl who know it skip over it no issue and ppl who don’t, appreciate the pointer. 

And I should confess I still have no real idea how minesweeper works haha 😂 so I guess this all also speaks to the human urge to click buttons for happy brain chemicals. Silly humans lol. 

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I'm just starting to understand this difficulty. In addition, people are always in a hurry, they have no time to understand, even read the rules, and in games and entertainment, if something is not clear to them, they prefer to quit this and do others. In addition, games has already created many hundreds of thousands, and the attention of millions of people receive more simple and understandable games.

Minesweeper explains itself within one or two games, when you hit a bomb all bombs are revealed and it quickly becomes clear that the numbers indicate numbers of bombs. It took me a while to understand the flag thing but the core mechanic is very obvious.

Yes, it would be cool to learn how to explain our own games just as Minesweeper did :)

I uploaded the update of the game. Added 5 mini graphic indicators, which, as I hope, can improve understanding of the gameplay.

It would be interesting to listen to the opinion, those who have already tried to play, and those who have not yet seen the initial version

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I took part in the jam game "Improve My Game Jam 33" - a good small regular jam specializing specifically in feedback to improve the game. Maybe someone will find the link https://itch.io/jam/imgj33 useful.

So what did we find out? After adding visual indicators, some people understood how to play, others still don’t understand. The next stage of improvement, there may be one of the options: 1) game bot, 2) scripted bot, 3) animated gif picture 4) static picture

to show the rules, and there may be sound effects for danger, bonuses, water level changes, etc