PhlivoSong said:
Well...
My first impression was that the premise for this game is one that would be very difficult for a designer to make harder levels without making it feel impossible, or without making the difficultly feel arbitrary (ie, putting more "stuff" in the way of progress). There are two scenarios I imagined...
1. Bigger boards of tiles
This would fall into the "making it feel impossible" at a certain point
2. Putting obstacles in the way
This is the method you chose (to the point I'm at, at least)
In some ways you succeeded with these obstacles, and in other ways I felt like you ran out of ideas but needed to make the game longer.
Strange that you felt we padded it out. What gave you this impression? That's definitely one thing I felt we nailed, hence my specified curiosity.
PhlivoSong said:
I like the idea of the numbered tiles that you have to hit in a certain order. It acts as a challenge, but also as a helping device at the same time. I also like having the tiles that let you move in all 8 directions. The bombs/nukes are really close to arbitrary difficulty for me. The more of them you put in a level the harder it gets, but it doesn't make it anymore fun. When you have one or two in a level it's ok, but then when I get to a level where there are like 4 or more of them I start to think that you just got lazy. The crystal collecting to use "special" moves, also struck me as being unnecessary. What's that term they use in movies when a plot seems to be falling apart and then they take some random unexpected event to pull it all together? That's what the crystal collecting seems like to me. It's seems like a way of canceling out arbitrary difficulty.
But that brings it make to my original point. How do you make this game harder without making it feel impossible or cheap? The greatest satisfaction I got out of this game is when I could instantly visualize the solution and tap out all of the tiles in order before it had even acknowledged that I had tapped all of the tiles. I'm at a point where I feel like I'm no longer using logic, but just using trial and error.
P.S. I'm up to level 35 of the medium levels (I think)
Tuning it was the hardest part. I threw out about 400 level designs as after re-playtesting, a lot of them did feel like trial and error and I did not want that.
One of the other big challenges was obliquely communicating 'solve concepts' which is why the early levels take a while to warm up.
For example, crossing over the same tile multiple times, or learning how to solve bomb puzzles by focusing on having the tiles pre-flipped to finish on a bomb landing. Stuff like that.
This is the problem when you're trying to design depth / complexity on a small timescale. You NEED digestion time and that was real thin for us. We needed more testers too.
As for power-ups, we probably failed you in the pitch, as they're not traditional game power-ups. We left those in as helpers / CYA measures due to lack of a feature we wanted to do but couldn't justify in the nth hour. In the beginning, you'll only ever bother with warp or skip. Medium, you may use undo a few times. Hard, you'll be undoing a lot. At least that's what we found with limited data.
So yeah, short answer, we had / have some ideas to rectify all of this, but it would've cost us another month and no-one was getting paid, so we made it good enough where we could be proud of it and put it out.
We've seen all the positive buzz and some of the well-considered critiques we've been getting for the game and we're definitely going to work on a significant update some point in the future with these ideas in.