Tuism said:Saw this and immediately reminded me of Streamline, thought it would be good to know:Game called Blocko: https://www.instagram.com/p/BF7geIxu_GF/
how many pun-heavy pasta-themed games are there out there
francoisvn said:if we can't manage a simultaneous release, it seems like going desktop first and then mobile would be better than vice versa.
critic said:Also feels like it would be nice if the playing area was a bit bigger.
critic said:Kind of feel that there should be a score of some kind as it's possible to finish the levels in multiple ways.
critic said:Site is nicely simplistic, could benefit from a screenshot or video.
francoisvn said:Anything else for a score you had in mind? Something I haven't thought of?
Bensonance said:Also did you read the most recent RPS interview with Alan? What I found quite interesting is some of the puzzles he designed to have hidden harder, more obtuse solutions, that players would try come back for perhaps. This sort of thing is interesting, in terms of the feedback discussion on a level-to-level basis. That 'metric' or 'spectrum' of solutions that a score per level tries to convey could be more subtle and add another layer of gameplay for committed players (obviously most players won't engage with this content though).
In every constellation, or group of themed levels, there is one with an unobtrusive black monolith placed somewhere in the scenery. Click on it, and it’ll animate one of the aliens and one of the boxes. To succeed at its challenge, you need to draw a route which takes that alien to its box, as well as solving the rest of the level.
francoisvn said:Ah ha, so I think the difference in our thinking comes in because I don't actually want to indicate to the player a "good" way to solve a puzzle.
critic said:Some of the concepts are not defined and so it's hard to judge the intended underlying approach. There is obviously 'distance', 'number of moves' and 'special' tiles as concepts present in the game. Now the game does not quantify (for the lack of a better word) those concepts.
critic said:Sure you can leave them as undefined, but there is a good opportunity to define all of those and give the player an underlying goal.
critic said:Should distance be minimized, should moves be minimized, should use of special tiles be minimized, or should any of them be maximized? It doesn't need to be blunt and visible, like a score, but it would be useful to quantify those concepts to the player.
TheFuntastic said:Initially I was a bit jarred by the theme (plane stopping suddenly feels calamitous)
TheFuntastic said:This is going to either seem really ironic coming from me, or jaded words of wisdom - but this feels super ready to go, ship it! I mean yes, add a meta layer - but beyond that you have something that feels real good and is easy to c-l-o-n-e. I realised today that even as serious puzzle game player I hardly ever finish any puzzle games - for this reason I would be extra weary of iterating until your inner designer is totally satisfied. Feel like being first to market in this case is worth way more :)
TheFuntastic said:Also, first time I played with sound - sounds were instantly annoying. ;)