polyomi
by dognebula
polyomi
polyomi의 태그
설명
Polyomi는 절차적으로 생성되는 퍼즐 게임으로, 모듈식 음악 사운드트랙이 특징입니다. 마인스위퍼처럼 도형과 색상을 사용합니다.
플레이 방법
마우스를 사용하세요. 키보드 단축키: 방향키 또는 WASD, 스페이스, ESC.
개발자 업데이트
v1.005 adds Moonlight, which is supposed to be a surprise, so I’m not going to explain what it is. It should be pretty easy to figure it out once you have it. Moonlight might make it too easy to get hearts, but it reduces the unfairness of luck, so I think it’s overall an improvement.
I’m going camping this weekend, and I’ll have limited electricity and internet, so if there are any bugs I’ll take care of it after I get back.
댓글
juggle_monkey
Jul. 27, 2015
Nice job! Well polished and good consistent design. I missed the mistakes=clues mechanic at first, and I think that is important for players to get right away. Perhaps instead of counting up mistakes and comparing the total to the "pass limit" (which I found confusing), you could have a set level of "reveals" that get reduced each time a piece doesn't match, and the level progress gets cut short only if you make a mistake after using up all of your "reveals," kind of like a shield/life mechanic. This would indicate the notion that "reveals" are a tool of the game, rather than just a mistake (you should involve that in your early tutorials too). Also, you could have ways to earn more "reveals" through out the game. Thanks for the game!
Thanks! Yeah, I agree mistakes=clues needs to be more clear. Shield/life mechanic is one thing I considered, but it doesn't really work in the game as it is now, because of how the badges are structured. That probably doesn't make sense until you figure out what some of the more obscure badges are, and most people aren't going to get that far anyway, heh. Still, I might be able to twist the design around a bit to make shield/life work, and I have some other ideas I'm going to explore.
CluelessWonder
Jul. 27, 2015
What makes an answer right or wrong often seems to be quite arbitrary. Particularly noticeable in areas where there are no clues and all remaining pieces could fit in, in several ways.
Yeah, I thought about making the puzzle generator avoid ambiguities, but I think that simplifies the game too much. Part of the game is to make strategic misses that maximize the information you gain. I tried to convey that it's ok to make mistakes, that you're supposed to make mistakes, but I don't think I succeeded, because people really really hate making mistakes. One playtester kept restarting whenever he made a mistake, and I don't really know how to fix that in this game structure. But I'll keep that in mind for the future.
mia1010
Jul. 26, 2015
I like the idea, very relaxing, good game
AfroDwarf
Jul. 28, 2015
"I tried to convey that it's ok to make mistakes, that you're supposed to make mistakes"
I completed A2 with one mistake and on the level screen it had 2 icons. I completed it again with no mistakes and had the same 4 icons as A1. That communicates to me 0 mistakes is some sort of achievement and I should aim for it on every level.
There's a tension between encouraging players to find more ways about reasoning about the puzzles, and encouraging players to make strategic misses. My brother suggested to me that I should raise the difficulty of each level so that the best achievement is 2 misses, but that's pretty hard to do without throwing a lot of other things out of balance. I'll consider that for the rewrite, but in the meantime I'm going to try some simpler ideas.
darknote
Jul. 25, 2015
i like the music. ;)