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the_shivers | 1 month ago

Thanks for the feedback!

I would have responded earlier, but I wanted to actually implement something you suggested: different walls. Alternative wall sprites, which don't occlude other tiles so much, are now live and can be adjusted in the settings.

Re: analytics, the only serious plans I had were to use the daily level histograms to adjust difficulty. The idea of taking some levels and releasing them as a standalone game is tempting, but I wonder if doing this type of puzzle over and over again might get tedious? That's one of the reasons I thought it would work better as a daily game. Let's see how it's doing in a few months.

I love the mechanic ideas. I think there are two big constraints on what kind of cool new features/gimmicks can be implemented though. First: if this is going to be a daily game, the new mechanics have to be intuitive enough to where somebody could figure them out their first time playing. I like the idea of cherries being misleading, and it's a fun troll-ish idea for a single player game, but it would be a mean trick if it were someone's first daily. (Then again, there's someone who's first Wordle game was probably MYRRH.) The other constraint is I have a solver that can guarantee the optimal solution is actually optimal. Some game mechanics might make this a lot harder, or even impossible.

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fercircularbuf|1 month ago

Great game. I've been having fun with it every day, but today there is no puzzle! Be careful about this. I intuit that not having a puzzle on a day is enough to lose some players, with the number only increasing the more days you don't have puzzles. Not sure how you're doing it now, but you should easily be able to generate thousands of levels and have them all ready in the page like wordle.