Picross Fever 3D
por turnA
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Picross Fever 3D
Etiquetas para Picross Fever 3D
Descripción
¡Un minijuego rápido de picross en 3D! Usa tu mente y planea cuidadosamente para resolver varios rompecabezas de picross en 3D y descubrir muchas formas interesantes ocultas dentro.
Cómo jugar
Haz clic en los bloques que tengan un 0 en su lado para eliminarlos. Observa y analiza los diferentes bloques con números para descubrir patrones y predecir qué bloques se pueden eliminar. El número en el lado de un bloque indica cuántos bloques forman parte de la figura y no se pueden eliminar en esa dirección. El jugador también puede rotar el rompecabezas 3D y usar el control deslizante horizontal/vertical para ver el interior del puzzle. Cada bloque eliminado aumentará tu combo, y junto con el tiempo de juego, decidirá tu calificación para ese nivel. ¡Debes alcanzar la puntuación más alta en el menor tiempo posible para conseguir una calificación de 3 estrellas!
Comentarios
pgladney
Jul. 20, 2012
There needs to be a way to mark cubes that we know should be there. Like in the original DS game
I think you're right although the puzzle in this game is not as big as DS, and therefore less complicated. Will consider adding 'Paint mode'
haltgamer
Jul. 20, 2012
Its a good game, but the sliders are a bit hard to use
I see, thanks for the feedback. Maybe it will be better if we increase the size.
lpacphantom
Dec. 02, 2013
There are frequently blocks that don't have any markings on them and there's no logical way to determine if they're needed. You shouldn't be relying on symmetry, it limits the puzzle possibilities.
WonderWorm
Sep. 04, 2012
A click should either remove a block or turn the puzzle; I shouldn't be able to do both with one click. I'm getting incorrect click penalties when I'm trying to turn it and turning it while removing pieces. Also, some puzzles have blocks with no clues at all. It seems like those ones always need to be removed, but every block should have a clue in at least one of the three directions.
ashleyb
Nov. 15, 2012
Although EigerTroll's comment is negatively rated (and perhaps negatively phrased...) he has a valid point: Your tutorial doesn't seem to be sufficiently representative of actual puzzle gameplay later in the game.
In particular, your first few tutorial levels are mindlessly simple and don't sell the actual gameplay challenge in any way. The result is that your tutorial ends up describing all the rules without the necessary context, so the rules don't make a lot of sense. The quicker you get to the actual gameplay, the more likely you'll keep your audience interested.
Additionally, I'd say your tutorial is too long. Try and keep it short and punchy.