I must profess curiosity about these puzzle games you're developing. Got anything you can share with us?
I don't want to give
too much away at the moment, but let's just say that the first game is '
a bit different'. It isn't just another
Candy Crush Saga clone!
There is a playing grid on which pieces can be moved around. Fixed detectors in other grid cells respond to those movements... The object of the game is to produce a certain response in all of the detectors. The player tries out what looks like a useful move and then observes the result. Blind guesswork is punished by running out of moves. Overcautious hesitation and overthinking is punished by running out of time.
The more complex levels (literally!) have billions of billions of billions of... possible variations so there is no way to get the answer by trying all of the possibilities at random. Even the very simplest levels have thousands of possible moves so it would be stupid (and tedious) to try to use brute force to solve them. The game rewards intelligent guesswork, and the player slowly iterates towards the solution, never quite sure if (s)he is on the right track until nearer the end. Some players would find that very annoying, but I actually enjoy the ebb and flow of the game. It is often 2 steps forward, 1 step back, but gradually the feeling develops that one is on the right track. And,
eventually ...
TADA - YOU WIN!
The graphics and sound effects are clean and simple, but the actual game itself is deceptively difficult. I can make it arbitrarily easy OR hard, but after a lot of experimenting I have found that there is a degree of difficulty which suits
me.
Every puzzle is guaranteed to have an exact solution and I am 99.99xxx% confident that there would not be any other solutions. It doesn't matter if there
were other solutions, but I like the idea of there being just one. I wouldn't stake my life on it, but I would offer a £5 note to anyone foolish enough to spend years trying to find a second solution!
I like levels which take me 30-60 minutes to crack. Some people wouldn't have the patience for that so they might opt for easier ones that take (say) 5-10 minutes.
I will also set the occasional mega-hard puzzle that might take days to solve, and challenge people to be the first to crack it. If nobody ever got the solution to a puzzle it was clearly TOO hard. If it got solved in a few hours it was too easy. I'll tweak the difficulty accordingly for later challenges.
I am going to include a challenge mode. A group of players could arrange to play the same (relatively easy) set of levels against the clock with points for first, second, third... to finish. If nobody finished, then the points would be allocated according to how close each player got to the solution. (There is a display showing that.)
I'm thinking of starting a thread on CycleChat - e.g.
ColinJ's Puzzle Challenge. Anybody interested could beaver away and try to get the answer first. I asked Shaun years ago if I could do it, and his reply was.. "
Go for it!". Unfortunately, I got distracted and never actually got the game finished that I was working on at the time.
The first game will initially be for Android devices only. Sorry - I don't have any experience with Apple, or own any Apple kit. If there were sufficient interest in my games to make it worth my while, I would buy a used Macbook and iPhone and create an iOS version. I could probably do that quite quickly.
I have the game running on my phone which has a 5.25" diagonal HD screen and it is pretty clear on that. The game resizes itself for different resolutions/sizes so it should work on many devices, but the complex levels would be a bit cramped on screens smaller than about 4.5".
At some point I will be looking for some volunteers to help me test the game. I would be putting on the Google Play store and could then give private access to it before the official release.
I'll doublecheck with
@Shaun again when the test version is available, and if he gives the go-ahead I'll start a thread calling for test volunteers.