The rules were explained well and the game overall is great fun and I like that you can change the length. I agree with others about the controls, having arrow keys to navigate would be more intuitive. Nevertheless I still managed to complete many lines and enjoyed the game
Play game
Line Logic's itch.io pageRate this game
Sign up with an itch.io account to rate and leave comments.
Comments
Wow I have never had so much constructive feedback from a jam before. I very much appreciate it and you have all come up with some very good points to help me to make my game better.
The idea of making line logic puzzles came from binary placement grids which i have made many of. But using two rules rather the typical three makes it simpler to understand and solve these puzzles. I felt that grids would be too difficult or time consuming for blind player. So I made much of my book titled binary strips: 1000 puzzles by Kirk Clarke into digital form to allow greater accessibility.
There is a lot of comments about the controls, i don't think you can properly test this game with your eyes closed, my thinking about the controls was that blind players would use a special keyboard with braille and that selecting the cell by pressing a number would be quicker and easier for them. But after reading your comments I realize i probably should have had other options to select the cells such as with the arrow keys, and i do love the idea of pressing up or down to select a digit to insert rather than entering 1 or 0. I reserved those keys to display the digits at all times. Saying empty would definitely make more sense. The idea I like most was pressing a button to listen to the sequence in order so players can visualise it, I think that was a really awesome idea! But I want to thank everyone for their comments
Cool idea here. I liked the idea of trying to remember the cells and keeping track of the total number of 1 and 0's. The only real gripe I have with the gameplay portion is the controls. Pretty unintuitive to me. I think using a selection method like left and right on keyboard or gamepad to select cell along with up and down selecting whether that cell is a 1 or 0 would have streamlined that process allowing the player to solely focus on the gameplay aspect instead of mental strain for controls.
Attempting to play blind I was able to make it into the game, but I did struggle quite a bit with keeping track of what was said for each cell. especially since underscore was being used instead of the word empty, which is what made me open my eyes since I hade no idea what that meant.
It makes me wonder if using a sound cue with the left most cell being a deeper tone while gradually getting higher as you move right, with the number being said as a cell is selected would have help streamline the process reducing that mental workload of holding info while waiting for the speech and awkward controls.
Overall I loved the concept of this and would really like to see a revamped polished version of this game! Thanks for sharing your game.
There isn't quite enough text read out while playing this for me to believe this would be playable without vision. Some of the numbers were not read, and there was no clear indication when you completed the puzzle if it was done correctly or incorrectly. There was also no indication that you were back to the main menu on failing.
Great concept and vibe. I didn’t feel challenged until the 10-cell line, which might be better balanced by having fewer pre-filled cells in the 8-cell lines. If I were making a game like this, I might have sounds that represent a 1 or 0 or empty cell, that play as you move focus or insert them. Maybe a button might play them all in a sequence, so I can listen to it and visualize the puzzle more intuitively. It’s certainly inspiring me to revisit that picross-like game I’ve been wanting to make. Nice work!
As for most other games I tried going blind, which was not perfect but ended up working.
One issue I had is that numbers were not really spoken so it took some time to understand what the weird sounds I had meant.
But when I got it, the game went quite smoothly, except my smooth brain reaching capacity way too fast :D
The controls work but they are not very practical to use, maybe change the cell selection to left/right and number assignment to a toggle like spacebar to switch between unassigned/0/1 for example. This also allows for easier gamepad support.
This game ended up being more fun than I expected actually.
To me, as a sighted player, I had some trouble with the tutorial, starting with the text to speech not reading some words but spelling their letters out and continuting with the amount of information to take in without being able to pause or navigate (or listen again to specific lines of instruction). Unfortunately, and with it being a more abstract game, I think this was enough to make the experience difficult enough to not feel the abiity to push through. I think fine-tuning on this would be a good addition.
Perhaps for gamers who are better at parsing a lot of audio input this would not be a problem. For me, it was. :(
Fun idea. Some improvements might be to make the cells play sounds instead of reading numbers. So a sound for 1, a sound for 0, and a sound for empty. Bonus points if they're in key with the awesome music. I also noticed that I could overwrite the cells that were generated, so basically cheat to win every line, not that there's a scoring system or anything. Very nice concept, and thank you for your submission.
Nice puzzle game concept. Holding space and pressing a number to fill a space felt a bit unusual; maybe using the arrow keys to navigate the spaces would have been a simpler control scheme. Since it's not possible to modify a space after you've filled it, I think it would be good to check the rules each time you fill a space and cause "game over" (or a reset) immediately when any rule is broken, because after one wrong move anything else you do afterward is just a waste of time. I think it might be nice to have a button to count the total number of ones or zeros (or announce the initial counts at the start of the level), because this is the part for which it is not enough to just look locally around the place you want to fill. The long explanatory text repeated for each level also felt like a bit much, but it was possible to interrupt it.
Leave a comment
Log in with itch.io to leave a comment.