[Prototype] Edge Match Puzzle
Description
A small prototype with 6 puzzles.
Move or rotate tiles to match the colours.
Gameplay
It's a very simple concept but I haven't really found any other games similar to this. Unless I didn't look hard enough.
What do you guys think?
Play the game
A small prototype with 6 puzzles.
Move or rotate tiles to match the colours.
Gameplay
It's a very simple concept but I haven't really found any other games similar to this. Unless I didn't look hard enough.
What do you guys think?
Play the game
Thanked by 1pieter
Comments
Here's my thoughts as I play now:
- Weird, I see the embedded image on my side. Will look into it thanks.
- Eventually I will add a quick tutorial on how to move and rotate the tiles to hopefully make it clearer.
- I wanted to keep the pacing slow as I want to target a more casual player and gradually increase the difficulty.
- Another idea, in regards to the rotation buttons, is to have them on screen initially but deactivated until you select a tile.
- I added the move and best count as an additional challenge for a player. But maybe I emphasized it too much? I could make it less prominent. I do however like the idea of trying to complete a level in the least amount of moves. This is the reason why I kept most of them somewhat simple so that you have a better chance of figuring out the best moves.
- Thanks. I'm a UI designer/developer so I guess it shows haha.
- I have seen the concept before but I think I can improve on it.
- I wrapped the levels at the end so that I didn't have to create an end screen for now.
- Yes I should create an html version.
- I've thought about color blind players, and I've seen games with a color blind option, but I think it's something I can focus on later.
- The other game I mentioned that was very similar actually implemented these ideas.
Thanks again for such constructive feedback.
I think my original comment was badly written. What I meant was that it feels wrong that you have mechanics that are present and really easy to stumble into from early on, but you don't require them to solve the puzzle until a lot later in the game. The pacing of difficulty isn't the problem, and I am generally a fan of slower pacing (rather err on the side of being slightly too slow instead of too fast). However, if players can access (what is effectively) an optional mechanic, but it's not part of what players are interacting with to solve puzzles (making it optional), then I think they will fail to learn how your game works and get the vital feedback at the right time. Later in the game when you actually need them to use that mechanic, they will be less likely to do so.
If you only introduced the second mechanic a bit later, and made sure that it is required to solve that puzzle, then players would be able to focus on it and have a much better chance of internalizing it. That introduction of and focus on mechanics is the pacing I was referring to :)
FWIW I don't think you need a color blind option, you should be able to incorporate it in the core of the game and IMHO it would be better for everyone, not just color blind players. Although something like 5-10% of the population have some form of color blindness, so even if it just helped them it would be a win.