░ Pros> Tilt mechanic.
▒ Cons> Lack further exploit the possibilities and resources of the difficulty.
▓ Devolution> At the moment, the game seems to be a sketch of what could be in the future, but this requires more experimentation when designing the difficulty:
If the game limit will be marked by the Skill of the player, it should be the principal axis of development.
In general terms, you have to review the relations between the existing resources and integrate them in a better way. It would also be good that the music not only accompanies but mark time of difficulty, plus it's a good resource to break the sense of repetition and helps immerse the player in the game.
Particularly I think you should play your own game and relieve possible moves that the player can take as technique (like hitting the walls provides a kind of double jump), then rebuild the obstacles in relation to which techniques are best to overcome it and what no, leaving the player discresion more than one option to overcome an obstacle (as in "Barrier X").
Beyond that, it would be interesting to know if you thought about developing this game for phones or tablets, exploiting even more playability by tilting (and adding a physical challenge).
░ Pros> The overall idea looks nice and it seems well executed:
It's a relaxing math puzzle game with smooth animation and intuitive interface for Movile touchscreen. The rules are explained very well, and in with one simple infographic screen.
▓ Cons> Removing the difference of perception when playing (hands vs peripheral) that determines how we intuit controls (because in a PC, some movements are hard to find in an intuitive way -like the locknumber-), the problem is in the Tutorial screen. Let me explain:
Before anything else the problem only occurs with rookies.
While the rules are explained, the "how to play" isn't. By not demonstrating the gameplay it becomes less userfriendly. Thus, it prevents the player / user facing for the first time in the game, can not experience a proper casual experience.
▒ Devolution> If the axis of the game is to Relax the «player / user» while making an intellectual activity and because of the difficulty of the game, the usability of the interface should not leave room for doubt. Beyond this the game is perfect.
hey! i love the idea. it's a pretty fun to play. I like very much the sword/portal mechanic.
yeah, it's a regular idle click game. Like the simple interfase. However:
I was hoping some new mechanic, maybe related to the world of programming, or integrating a simple system of economic context to complicate the situation somewhat.
This game haz a lot of zazz. The instant replay was incredible!
Gotta have that zazz
i love how people try to get a good ending! muhahaha!! you are the devil, good work!
It's an interesting combination of games, but there is a few problems:
-First of all, at the begining the tutorial wasn't too much clear. Also, i think that the question button isn't a great idea. Most people passes the mouse over the powers icons, to see the description of the efects, so it would be awsome to see a dialogue box that shows a description.
-You may have to balance the powers of some characters.
-There is sometimes i can't pick a hero, and i have to restart the game.
Anyway, i really enjoy the game.
..."You take another bite from the chocolate bar..."
hahaha, awsome! Please, do more like this!
[thankfully there is no kill count..]
-By the way very solid game, and good concept, I guess it goes without saying that the frustration of the player is a reference to the frustration of disabled.
-Although the gameplay is a bit ugly in some cases; I will not criticize because anyway being disabled is not easy and sometimes it feels unfair.
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