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Uvehj

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A member registered Jun 09, 2020 · View creator page →

Creator of

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(1 edit)

Thanks for the kind words!

As for your question:

TL;DR: It’s a limitation with my implementation

  • Hand made or premade Nonogram puzzles should have a way to solve them without using guesswork. Unless the creator hasn’t properly checked or has made a mistake.
  • For autogenerated ones there are 2 ways that people use to try to eliminate the guesswork situations:
    1. Check the puzzle after creating it to see if there is one of these situations and remake it if it’s the case.
    2. Have the user always get it “right” if there is no way to know which of 2 tiles is the correct one.

As it always happens with these kinds of things, it’s way more complicated once you get into specifics. And given that trying to implement any of those methods would be more complex than the rest of the game combined, there is no such mechanism in VNonograms Infinite.

Anyways, I’m really happy that you’ve enjoyed your time with my tiny game :)

True, the weakest part of the game is feedback to the player and explanations on how to play. That would help make it more approachable to new players.

Thanks for the feedback!

We did brainstorm some ideas to make it more in-depth, the most interesting one being adding points of interest to the map. So the armies could fight for control of those.

Thanks for playing the game!

The dark green ones were indeed the yellow ones. I understand the confusion, and it is true that one very important upgrade we could do to the game is help the different colors stand out more.

Yes, agree 100%. We didn't do a good job explaining the game, if I could change a single thing post submission it would be that.

Thanks for the kind words :)

8350 is my high-score

Overall a great submission, reminds me of X-Morph Defense (a game I loved)

Audio + art created during the jam too! Keep up the good work

The presentation is great and it is a very polished experience. It does get hectic real fast

Glad to see you managed to do the necessary changes in the last minute and submit it on time (within literal minutes!) 

I did like it, though the reverse controls are reversed (small nitpick, I know ;)  )

I haven't beaten all the levels yet, but I've had plenty of fun so far. The only thing I find missing is a sensitivity slider since it was a bit too high for me

"How hard can it be" Oh, boy!

It was very fun though, even if it took me a dozen tries to get past the first couple obstacles. But it's real fun once you get into the rhythm. Kudos on custom art and music too!

Awesome art, it's great too see how much some people can make in just 48h.

My main gripe is the slow restart, I find with hard games such as these that an almost instant restart helps you get "hooked". But overall fun and enjoyable.

Fun game! And looks super polished too, the only issue I've found was that once in a while the train would swerve off-screen. But it's rare enough and the restart is super fast (so never too much time lost). The game feels really responsive too.

Sadly we did not have enough time to implement good player feedback. You can push any key (or mouse button) and the red troops will engage in the action pointed by the red arrow in the left.

We are aware that this is the biggest issue with the game.

Thank you for your kind comment. Initially we thought of having a city be as the map, and having different points of interest (forts, churches/markets/...) that had different effects. Sadly it did get axed because of time constraints, but it would have been as you've said a cool idea.

Thank you for your feedback! Ironically feedback to the player has been the issue that everyone has commented on. And it is true that it's severelly lacking in that regard. Adding a bit of animation or sound when selecting an order would have made it a thousand times better. If I had have a couple hours more to work on it, that would have been for sure the first thing on my list.

Having a "current action" displayed somewhere is a great idea too.