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.
no subject
Date: 2010-02-01 07:20 pm (UTC)I found the difficulty average and set at the right level for the beginning level-medium of flash games. Considering the other flash games I have played have around 30 levels then it set well for that.
The hardest levels were the four moves with four boards and the watch your step nuclear one.
Nuclear one and the four moves one, I would say about 15 restarts, 5 restarts for the rest I think. The double layer one was a nice easy one to bring in the concept and if you put in some nuclear reactions it would have been more difficult for future levels. Another idea would be that since the moves are only blocked when they have a block on top, partial removal of the top layer to work on two levels at once would make future levels more difficult (if that makes sense).
All in all the sort of procrastination game that I like, so good job and look forward to higher levels if you decide to take it further.
no subject
Date: 2010-02-01 07:30 pm (UTC)I've heard from others that "Watch your step!" stands out as the first properly difficult one - it actually came from a simpler level that I'd made impossible accidentally, until Whitney noticed that she could do it if she had two more moves. And so they were added.
Did you manage to do the two-layered level by removing the entire top layer before touching the lower one? I hadn't thought that was possible, either.
no subject
Date: 2010-02-02 08:39 am (UTC)1. on the 9 block - Row 1 column 2 clicking north on the '2' Block
2. On 9 block - Row 2 Column 3 Clicking north/south on the '2' block.
3. On the upper level 5 block - Row 1 column 1 Click east on the '1' block
Lower Level
4. Row 4 column 4 - Click east on the '2' block
5. On the 4 block - Row 1 Column 1 Click North on the '2' block
6. On the 6 Block - Row 1 Column 1 Click east/North on the '1' Block
On the comment you made below, it is difficult to gauge the difficulty level as you know the answer. Luckily it is small games as people are willing to try them out.
Also having limited moves is also good as it does limit the solutions. I don't think i have managed to do them under the clicks so even if there are alternate paths, unless someone mentions one then it appears that there are no easier solutions.
no subject
Date: 2010-02-02 05:39 pm (UTC)It's interesting that even though there have been alternative solutions so far, nobody that I know of has managed to complete a level in fewer clicks than I thought you needed. I'm sure that like everything I release, someone will become better at it than I am eventually :)
no subject
Date: 2010-02-02 06:23 pm (UTC)If it is block specific then you can always make them a metal block so can't be used. Shame the game tests don't write back what moves the person used.
no subject
Date: 2010-02-02 06:25 pm (UTC)no subject
Date: 2010-02-02 06:40 pm (UTC)no subject
Date: 2010-02-01 08:58 pm (UTC)The difficulty is probably about medium for a Flash game - it didn't walk you through, in the manner of most easy settings (or hell, the whole of Portal), but with the exception of Watch Your Step (which became solvable once I figured out the trick to it above) it didn't keep you stuck for more than 5 minutes or so per level. Nice work! :)
D.F.
no subject
Date: 2010-02-01 09:07 pm (UTC)I'm really enjoying being able to just write a base engine and then plug new levels into it as it goes on - especially the double layer, which I'm going to have a lot of fun with in future level designs :) The difficulty seems as impossible to gauge as I had first tried alone - some people will pass levels instantly, others will be stuck on them for hours. Thanks a lot for testing it out and giving your feedback!