Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thank you so much for the stream of conciousness comment! It's really helpful for me to have you're review as you go through the game!

I'm really glad you enjoyed the experience and that you noticed the slow but deliberate learning curve I've created by having the levels placed in a certain order.

I'm currently working on adding a level selector, more types of machines and readjusting how the controls work to draw conveyor or machines on the board. Hopefully, I can get a more fleshed out game and see if it can actually break the $1 USD barrier.

I do need to find a way to keep the player engaged, I do feel like there is a risk when the levels become increasingly complex that someone would just drop the game all together. I'm thinking of having "Worlds" and having them be unlocked based on how many levels you've solved. This way you can still progress even if some levels weren't completed, and you can revisit them later on for achievements and such. I'm not sure what else I could add, maybe a different game with similar mechanics, like having a limited amount of machines, or a time challenge, or bigger challenge in between the levels so it breaks up the gameplay a little bit and keeps it interesting. If you have more ideas, let me know!

(+1)

Feels like the Zachtronics Opus Magnum approach would fit very well to your game, if you ever expand the type of operators available.

Say, footprint would be a nice metric to compete with other players, also players can try minimize their type of operators. Think of modern ICs only using the same NAND gate for every logic gate imaginable.

Of course you can compare the number of ticks to finish the puzzle as well. (i basically quoted the entirety of Zachtronics histograms)

Yeah, that's what I had in mind, I think I'll expand the idea and see how it would all fit! 

Thanks for the ideas!