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