Another game to waste your time!
Feb. 1st, 2010 11:35 amLast night, I posted a test of a puzzle game I was writing on to the Feedback forums at TIGSource to ask opinions about the difficulty level. I wasn't going to put it here quite yet because it wasn't actually finished, but as it seems to have been plastered all over Indiegames' feeds as of this morning I'd feel a bit silly not announcing it myself.
Boxplode, then, is a Flash puzzle game I'm writing where you have to clear the boxes from the screen by clicking to start chains of explosions. In this prototype version there are nine levels, including three tutorials.

Test-type version for the game currently known as "Boxplode"
The original request for commentary still stands! Is this laughably easy or totally impossible to work out? Too many alternative solutions or not enough? I don't know, but there's a little winners list as an incentive to persevere to the end (you need Javascript on for it to recognize your entry).
Thanks for any opinions, thoughts on how much sense the tutorial makes, reports of how many restarts you found yourself having to make, and so on. A known issue just now is that the actual explosion sounds might lag for anything from a quarter-second to a week.
Ironic that this happens to a game I wrote in two days rather than three years.
Boxplode, then, is a Flash puzzle game I'm writing where you have to clear the boxes from the screen by clicking to start chains of explosions. In this prototype version there are nine levels, including three tutorials.

Test-type version for the game currently known as "Boxplode"
The original request for commentary still stands! Is this laughably easy or totally impossible to work out? Too many alternative solutions or not enough? I don't know, but there's a little winners list as an incentive to persevere to the end (you need Javascript on for it to recognize your entry).
Thanks for any opinions, thoughts on how much sense the tutorial makes, reports of how many restarts you found yourself having to make, and so on. A known issue just now is that the actual explosion sounds might lag for anything from a quarter-second to a week.
Ironic that this happens to a game I wrote in two days rather than three years.