SteelGolem
outline the peices in designer mode plx. fun concept ^_^
Foon → Ludum Dare Explorer → LD10 → M3 – Molesting the Match-3 Market
By gummikana
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Innovation | 12 | 3.62 | 26 | |
| Overall | 22 | 3.15 | 26 | |
| Fun | 29 | 2.58 | 26 | |
| Theme | 15 | 3.81 | 26 | |
| Polish | 17 | 3.38 | 26 | |
| Graphics | 32 | 3.04 | 26 | |
| Humor | 11 | 2.94 | 17 | |
| Technical | 23 | 3.00 | 25 | |
| Audio | 28 | 2.78 | 23 | |
| Effort | 39 | 2.96 | 23 | |
| Journal | 39 | 2.44 | 16 | |
| Food | 2 |
outline the peices in designer mode plx. fun concept ^_^
I like the concept, and it actually works quite well as a game - it's a match-3 that's pure strategy. But there's one huge flaw: the matches are found when individual columns hit the bottom, so a lot of big combos fail unfairly. You're "supposed" to let everything drop and then check for matches. Obviously, your game can have its own rules, but you get way better combos (and more intuitive ones, at least to me) if you delay the check. I also don't understand the definition of "chain" as this game defines it.
A cool game idea would be to take this idea, but give the player total freedom of level layout. So now, it seems trivial. But, you have a Player Satisfaction Meter (with a picture of a drooling idiot), and different things create different kinds of sparkles. So your goal is maximum satisfaction/sales, so you need to set up the level such that it gets, say, a 3 chain, then a star bonus, then a double combo, and so on (players like to see red sparkles followed by blue sparkles... and after you play this game for a few hours, you suddenly realize that it's making YOU the drooling idiot, just at a higher level, since you are trying to match up patterns to make it give YOU good feedback).
Just an idea! Good entry.
Cool idea, but felt tedious.
the concept is genius, and even though its set up to be easy, its still satisfying to get a massive chain :D
I gotta say "too true" on the concept.
But nonetheless, the game was strangely entertaining, though a little on the unpolished side. I'm not totally sure the graphics were displaying properly for me.
The audio was simple and formfitting.
Moderately interesting. The idea is perhaps chuckle-worthy, but it feels too much like a non-game when you actually get going. Put pieces in, run session, stop, add pieces, run (same) session again. Gets repetitive.
I like to see more action, faster collapses etc...
Fun to play with, but I never really figured out what structures give the highest scores.
Played a little too slow for my tastes and could've had better instructions, but other than that, very neat idea.
Pretty cool, but I had a problem with stranded pieces. I kept wanting the connected edge to blow off and that one trailing piece to fall down (like the left 2 squares of a horizontal piece die, the right square should fall too). Also had some cases where a match 2 would clear, rather than waiting for my combo to complete. I thought it was match 3?
Finally, this game needs some progression other than trying to better the score. That's what makes traditional match3's fun. They moooove. Maybe have a score target and smaller number of pieces to start with, with more complex levels later on. Or have a score limit and a time limit (game developers have deadlines, well sort of).
Somewhat too slow for my taste, needs a bit more action to really get the casual thing down. :) And the mechanics seemd a bit odd some times, some blocks didn't fall like I would've expected them.
Nice idea. It's somewhat fun to play with for a little while, optimizing the layout to get higher scores.. but it feels kinda pointless, feels more like a toy than an actual game. Considering the subject that might have been intentional, though? =]
I felt the matching algorithm usually went off too early, not waiting until blocks are settled, so potentially huge combos fall by while small same-color matches go off right next to it. Gravity also didn't work right, I usually ended up with some floating blocks around the screen.
The game's a bit slow, which dampens excitement somewhat. I would also have liked to see plenty more over-the-top "eye candy" effects, making fun of casual games .. the ones you do have are nice enough, but not really over the top. I can't help but feel there's some lost potential there. Hard to do for a 48 hour game perhaps =)
Neat idea, but sadly the way the game is build out of the idea isn't as great as the idea. With some premade scenario's and puzzles this might have been something really fresh and interesting. Now it isn't really fun to play as it doesn't really have a goal or doesn't give you any challenge..
I'll be waiting for a final version with some puzzles. E.g. "place N blocks to form a combo of atleast X".. :-)
Great backwards idea. The fun kinda runs out after a few plays, tho.
Pretty cool gameplay actually.
However, it did not keep me interested for more than one play-through. This was mainly due to the amount of time it takes for any action to happen.
Interesting game(maker? ;D), a bit slow to play, but the end result is pretty. Some of the movements seem unclear (pieces hanging still in the air), there were a little too many pieces at the start (I felt overwhelmed) and some of the game rules weren't clear until after the first few tries. But it wasn't bad on the whole. :)
Not my kind of game. Good effort though.
neat idea, and i like the graphics. the gameplay wasn't my cup of tea though. very good effort.
it is very humorous
this is way to complicated for a casual player :D