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(+1)

I really like this game's concept, and as a random player, I think a bit of instruction/tutorial would go a long way. Even something simple like a quick info graphic letting people know how to click-and-rotate, and then a quick descriptive of what counts as a "successful combo", even something pre-structured so you don't have to worry about building something that responds to your otherwise generative system. You could just have a first-time round of a tutorial level which shows the player a few viable combos before setting them out on their own.

Some sort of challenge-levels would also go a huge way, forcing you as a dev to build a starting scenario that is fun but solvable, and enabling the player to enjoy something that is structured and not random while learning the basics.

I honestly think you could slap this up on an app store and get easy plays, especially with a global/local/friends leaderboard. And it would absolutely work with an ad structure, perhaps offering move-undos, additional time, etc. with limited ad viewing.

(+1)

Thanks for the in-depth feedback!

Simple tutorial at first play is planned, but hadn't really thought of a tutorial level or challenge levels Might not be a bad idea? 🤔

I'm currently in the process of updating the gem graphics and making special gems, and after that only the rest is missing - lots of juice need to be added, like audio and combo counter indicators and animations and screenshakes to special gem activations etc. + of course the app store incentivized ad monetization. 

Currently the bare minimum idea for that is when time is up, you can get +30s without losing progress by watching an ad.