My latest puzzler - doing it full-time now too!

yeah man, ive finally left my boring job which i hated to develop flash games full-time :party:(even though this is only the 2nd game ive had sponsored lol). ive been focusing on puzzlers at the mo only cos theyre the games i keep coming up with lol. but i digress. check out my game!

sequel to my first sponsored game, with arcadebomb on graphics and sound, me on concept and code. hope you enjoy!

I like it : )

Lost interest at lvl 5 though my poor brain couldn’t handle it, and I lost patience after the fifth unlucky attempt :stuck_out_tongue:

I like the game so far as well.

sekasi, level 5 was the easy once you realize that if a bomb goes off and hits a switch, the switch changes from green to red OR from red to green. If you were having a problem trying to make all of the bombs go off without a switch turning red at all, then you should replay it with the advice mentioned above.

Effing sweet game! I really like it!

gee thanks man! glad you like it!

Yup, yup, yup! This is an awesome game!

I derailed at level 10, I’ll definitely try it later, once my girl comes back home (she’s an ace at puzzles).

I really like the simplicity of the game, and it’s complexity, all at once. You must be one bright fellow, to think up all those puzzle scenarios ^^

Really nice game!!!

Nice work bud, I like it, and I’m not a puzzle game man.

One quick suggestion, for people like me who just like to hit “play the game” and not read the instructions :smiley: I would suggest just a quick message before the first level saying “detonate all bombs to clear the level”. It took me a couple of goes to realise that, at first I thought maybe you had to kill the green bombs with the red ones or vice versa.

Hey stupidlikeafox,

This mechanic that you have is the basis for a very good game. However, I do have some suggestions for you. The first level thrusts the player into a relatively difficult situation and could really do well to be something much more simple. For instance, have two bombs next to each other, click on the first bomb and detonate the second bomb. What the first level requires from the player is that they drag and drop three red bombs from the library on top of each other into the center of the stage, effectively introducing and demanding the use of four mechanics all at once from the player: 1) bombs detonate each other, 2) you need to drag bombs out of the library, 3) by stacking these bombs on top of each other you can make more powerful bombs, and 4) different color arrows in the bombs mean that they will explode in different ways. For many players this much can be overwhelming and turn them off to the game. It took me a little while to figure this first level out, basically because I didn’t bother to read the instructions and jumped right into the game. Obviously this is my fault, but I find that players generally do skip over instructions, and if you exclude them from your game, you are losing a large potential fan base.

To combat this, I would recommend using progressing levels to introduce a single mechanic in each level. The first level, as I said before, could be to pre-placed bombs on the stage, right next to each other. This would basically show players that to detonate chains of bombs, you need to click one, and also show off the fact that bombs will shoot one square in one direction.

The second level could then be a single bomb on the stage, and a bomb in the library. This would require the player to drag the bomb from the library onto the stage. This new mechanic, which at this point they have never seen, would be in addition to a mechanic that they are familiar with.

The third level could then be two bombs on the stage (maybe green arrow bombs), one on a square and then one on a square that is one over and one higher than the other. Then have a bomb in the library requiring that you place it strategically in order to blow up both bombs when detonated. This would essentially be using the mechanic introduced in the second level as a more strategic element in the game.

Take the fourth level as two bombs that are on the same horizon but have three squares in between them. Then have two bombs in the library. This would introduce the stacking mechanic and make the players understand why this is an important mechanic in the game.

After this levels could be built progressively, introducing the switch element, and then the x element, and et cetera.

Also, you have a lot of gray area around the stage which really could be used as a message display area. For each of these levels, I see no reason why you shouldn’t have some little bit of text that explains what mechanic or goal is being introduced in this level.

Of course feel free to reject my suggestions if you want, but in my experience with games in general, a structure that introduces mechanics one at a time is much more effective at teaching players how the game works.

I love the idea though and I can’t wait to see where it develops!!!

-theonlycarmire@gmail.com

Theonlycarmire - I agree 100%. Like I said, I’m someone who just likes to work the game out as I go along, this goes for console games too. Many others are the same.

I was pretty close to just closing the game because after a couple of goes, I didn’t know wtf to do, luckily I persisted and found that it’s actually a very good little game.

However, I’m sure some people in my situation would have just stopped playing.

So there should be a simple, concise screen before they start, that the user has to view, just saying detonate all bombs to clear the level, red bombs diagonal, green bombs straight etc.

And like TOC just said, perhaps an easier first level, just to introduce the player to the basic mechanics and premise of the game.

It would be a shame to lose some players before they even got started, because it IS a good game.

mmhmm, exactly rumblesushi.

One of my favorite games I’ve ever played has been and continues to be Half-Life 2, and the reason is because they introduce their mechanics in this fashion. You start small and continue to grow. It really does a good job of developing a player’s understanding of the mechanics in a stepped way that is more easy to manage.

As you said rumble, most people in yours and my situation would give up after the first. Were it not for the fact that I was playing it out of a recommendation from the creator, I certainly would have.

i agree 100% too lol. with the prequel ‘bomb chain’ i actually did gradually increment the stages, but made the rookie mistake (lol this is only my second sponsored game) of thinking most players have also played the first, so know how to play the second lol.
overall im not actually too happy with the stage ordering either - but at the same time once games are released half the time you find something to nit-pick over.
as for further development, i have two different directions i can go which i quite like. i was thinking of doing a database driven version with a map editor for users so users can share their own stages, also update with my own stages and call it “bomb chain infinite” (as there is a limitless amount of stages).
also, another idea that will require further development is what i originally intended. instead of drag and dropping, actually have a small character inside the grid which you move with arrow keys. this way your character must avoid the bombs in a maze-like fasion also.

but yeah. thank you very much everyone for your comments - its always reassuring to to recieve complements on something youve worked on, and always great to recieve constructive critisism to be able to improve on it too!

phil"stupidlikeafoxyfox"w

I agree with the earlier comments. The puzzle concept is great but it seems to get incredibly difficult very quickly. Level 8 was particularly difficult to grasp - the failure hint talks about creating omnibombs but this is called combining in the help page. As for level 10…I gave up on that too.

One other suggestion would be to make the mute sound button global - the sound kicks back in if the user elects to go back to the menu at any time.

lol yeah, the mute button i noticed AFTER the game went live lol… ah well, will remember for the next game! :stuck_out_tongue:

Another quick thought…given how complex the game is, how about a hint button which can be used to show where to position one (or more) of the bombs? Take Level 10 for example. There are 81 possible squares although 64 are already occupied. However, bombs can be combined and there are four different types of bomb that need placing. That means the total permutations runs into many hundreds. And that’s not even allowing for which bomb you press first…that’s at least 81 and possibly 85 permutations. Multiply that by the number of positional permutations and it’s not surprising that many people are giving up on the game.

Using a hint would lead to a deduction in the score for that round. Or maybe limit it to 3 hints throughout the entire game, again with a corresponding deduction in score.

Oh, and buy the geezer who does the arcadebomb voiceover some Fishermen’s Friends.

lol i’ll have to ask who does the voice over :wink: youre pretty on the money with your latest suggestion lol, with my next game which is out soon, i have something similar. if you fail a stage, you can try again or use one of three different “cheats”. you can have no time, skip that stage, or “lock” certain tiles in the correct end position-will post a link once its out!