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IQpied

Simul - Puzzle Game

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The gameplay is a little dull, because winning each round simply boils down to counting the grid positions (and when the grid is removed; guessing the grid positions). There is no physics interaction between the objects. Also, it hits you with a  wall-of-text in opening tutorial screen.

 

So it's technically well done as it runs and there are no major bugs, but it can be improved gameplay-wise.

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The gameplay is a little dull, because winning each round simply boils down to counting the grid positions (and when the grid is removed; guessing the grid positions). There is no physics interaction between the objects. Also, it hits you with a  wall-of-text in opening tutorial screen.

 

So it's technically well done as it runs and there are no major bugs, but it can be improved gameplay-wise.

Thank You for your constructive comment. The version in development has 50 Levels and it gets harder with each level. Also later the simple counting of the grid becomes impossible. l left this version easy so people get familiar. It seems I cannot avoid the instructions because some people do not understand what to do, but will do my best to get them to a minimum. Will post the update soon.

Once again thank you for your great comment.

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In theory, the idea doesn't sound like it'd make for a very fun game. However, when you press the play button and everything slowly fits into place at the same time, it feels very rewarding and gives a sense of "rightness". Similar to seeing something perfectly symmetrical.

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In theory, the idea doesn't sound like it'd make for a very fun game. However, when you press the play button and everything slowly fits into place at the same time, it feels very rewarding and gives a sense of "rightness". Similar to seeing something perfectly symmetrical.

Excellent observation.

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I tried a few levels and it wasn't for me; it seemed like the only difficulty beyond estimation and trial & error was that the speeds reset between attempts and could only be viewed one at time. The latter, speeds not being shown for each ball, felt too much like cheap difficulty too me even though I realise remembering all the parameters is presumably part of the intended challenge.

Also, it'd be nice to see a "juicy" animation effect when balls get to their stop, even better if it is ramped up the more they do it simultaneously - it'd be a small touch but I think it would make it feel slightly more rewarding.

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I tried a few levels and it wasn't for me; it seemed like the only difficulty beyond estimation and trial & error was that the speeds reset between attempts and could only be viewed one at time. The latter, speeds not being shown for each ball, felt too much like cheap difficulty too me even though I realise remembering all the parameters is presumably part of the intended challenge.

Also, it'd be nice to see a "juicy" animation effect when balls get to their stop, even better if it is ramped up the more they do it simultaneously - it'd be a small touch but I think it would make it feel slightly more rewarding.

Thank you for your comment. The animation will be the last part to come. Maybe I can squish the levels more (less than 50) and make them much more challenging. Part of the challenge is memorizing the speed when attempt fails, yes. At more advanced levels there are much more balls to deal with and the grid is random.

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I like to play it and for me the instructions are totally fine! :) The game play feels good. I would like to have it more polished. :)

I'm glad the game suits you. Will fine-tune the levels soon and graphics also.

Thank you for taking the time to try it out.

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