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Humanista75 | 3 days ago
Your comments are very interesting and insightful.
1. Difficulty: You're right—making obstacles dynamic or even destructible is a powerful idea and could be a lot of fun. I’m definitely taking note of that.
2. Powers & Losing: This makes total sense. Other users have mentioned this as well, and it’s a very reasonable point. I’ll look for the best way to implement a reminder or alert.
3. Leaderboards & Competition: This is a great point, and I should make it clearer on my end. You only play one daily game, but your records are compared in two ways:
a. Global: Your score is automatically compared against the rest of the world.
b. Personalized Competition: You can choose specific competitors to follow. This is similar to followers on X; you follow whoever you want, and they are added to your personal board (called 'My competition today'). Your game is then automatically compared just with them.
Imagine you want to compete with your family. You can create a board just for them by adding their profiles using the 'Add competitors here' option. Your daily game will then show up specifically against theirs in 'My competition today.' I think this feature has huge potential, even if many people haven't discovered it yet.
4. Holes: Try using the 'One Cell' power; it's designed to solve exactly that problem! ;)
5. Powers: A power that 'clears' or 'cleans' parts of the board sounds very interesting...
Thank you again for your feedback, it was very useful!
dgently7|3 days ago
This comment above about difficulty made me wonder if there are more interesting things to do with the unclear-able blocks that would both let you ramp the difficulty and achieve more of your vision. A few off the cuff ideas:
* enemy blocks that are clearable if you make a row and a column through them * enemy blocks that require to be surrounded by n deep blocks to resolve * enemy blocks that automatically pop into single cell holes * enemy blocks that grow by infecting neighboring blocks over time or the more other rows you clear * enemy blocks that require multiple row clears to resolve
the thought is having a few types with each enemy block needing a different strategy to resolve would give you more levers on how to control difficulty and give you more variation to the strategy and more agency to defeat them. powerups is kinda a deus-ex-machina currently. you dont feel earned satisfaction when you clear an enemy block.
Humanista75|3 days ago
The idea of giving blocked cells more functionality is excellent, especially being able to clear those 'enemy blocks' by crossing both a row and a column over them simultaneously. It's brilliant. I'm going to think more about it and see if it fits the core essence of the game.
I also like the idea of having different types of blocks with various functionalities. Very well thought out.
I wasn't familiar with the expression 'deus ex machina,' that's interesting! ;)
litenboll|3 days ago
Humanista75|3 days ago
Right now, I think that the way the game over is forced even with pending power-ups is a way to push the player to organize themselves better and compete with a more strategic approach.
In other words, the player has to decide between the dilemma of using the power-ups before feeling cornered or using them when they're in dire straits.
I play by using them a step before feeling cornered, and that way I avoid reaching game over with pending abilities. Either way, it's an interesting debate, and I really appreciate your point of view.