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Hey devs,

Played this in Chrome.

For the game, I'm mostly confused. Tried playing without reading anything besides the basic controls (arrow keys) at first, and I couldn't tell what was going on at all. The instructions were fine for basic controls, but I had no idea I was color matching at first. The dot in the center being different colors didn't register at all until I'd played through once. It might be better to project a semi-transparent match piece in an empty slot on the selected line. I went back to the itch page to see if there were more details, though that didn't help much. Eventually I lined up two of the same matches for a combo by chance and saw that grant points.

I played about 5 times in total. Let me describe my understanding of the game. The overall goal is to line up combinations of the same color pairs to earn points. I assume filling the pink bar wins? I was never able to do this. The instability gauge seems to be the lose condition. It rises whenever any line falls below the bottom of the play area, or when making an incorrect color match. Making an incorrect color match also removes the existing line you were trying to match, allowing you to potentially join together matching combos.

Here's where the mechanics don't mesh. There's no way to decrease instability. Making proper matches doesn't help you not lose, and it does barely anything to increase your score and help you win. You also tend to have to make incorrect matches to remove lines that are in between matching pairs, causing you to gain instability just to try and gain points. You'll want a system for decreasing instability. Tweaking numbers for the gauges might also help. It seems like the correct way to play is to place incorrect matches to remove rows between matches you've made for combos. But this punishes the player with instability for making correct choices. You may want to rethink how players are meant to remove rows, or change the scoring system entirely. Maybe matched pairs that reach the bottom don't increase instability, or do so very little. Maybe instability increases over time instead of when pieces fall off, and matched combos remove a chunk of it. Could even let solo pieces increase instability still, but matched pairs don't. It might also help not to have the cursor reset to the top position after placing every piece. All this does is force the player to push down a whole bunch more, it doesn't serve the purpose of the puzzle. Maybe it would also make sense to have the score and instability gauges combine into one tug-of-war bar. Would need numbers to be tweaked, but at least it would save a little on screen space.

Anyway, hope any of that helps out.

Hello Nilrat,

Thank you for the very much for the very needed feedback. The stability system is a bit broken atm and that is something we're planning on fixing and optimizing with the next builds. That is such a great idea with the semi-transparent match pieces like in tetris and puyo puyo! I can't believe we didn't think of that before. Buy hey, that's what alphas are for, right? We'll make sure to take all your feedback and use it to help develop a more improved build our game that we'll release next week. Once again, thank you for your advice and we hope you enjoy the next builds of our game in the upcoming weeks!