[HN Gopher] Show HN: Kuboble.com - Minimalistic sliding pieces p...
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       Show HN: Kuboble.com - Minimalistic sliding pieces puzzle game
        
       Hi,  I wanted to share a simple game I wrote.  It's a sliding
       pieces puzzle like many others. I have focused a lot on making the
       experience smooth and minimalistic and the levels being challenging
       in a way a sudoku or chess puzzles could be.  I had no prior
       knowledge of game development and while it feels like someone
       competent could build this game in a week I spent over two years
       and hundreds of hours to bring this game to life.  My journey went
       through:                   - thinking it will be a PC game
       - being overwhelmed by the amount of different game frameworks
       - hiring an indie dev to bootstrap the game in Unity for me
       - realize the small levels are actually cool and it might fit on a
       phone         - generating levels and playing through thousands of
       them myself to curate a smaller list         - realizing the Unity
       wasn't a good choice         - rewriting the game in html + js
       drawing on canvas + React         - hiring a bunch of fiverr
       artists and testers to polish it up       I think I am finally
       satisfied with the result enough to be willing to share it with the
       world.  If you're a fan of minimalist sliding pieces puzzles I'd be
       happy if you give it a try!  the game has: - no ads - no tracking
       of any kind - fully offline after first load
        
       Author : kuboble
       Score  : 375 points
       Date   : 2023-02-08 09:44 UTC (13 hours ago)
        
 (HTM) web link (kuboble.com)
 (TXT) w3m dump (kuboble.com)
        
       | agentwiggles wrote:
       | Played the first 6 or 7 levels. I enjoyed this a lot, and I'm not
       | usually much for puzzle games.
       | 
       | One thing I like is that you let the user undo as many moves as
       | they want, and also that I can retry a puzzle without any kind of
       | feeling that I've failed somehow. I've noticed in a lot of these
       | online puzzle type games like Wordle and its various
       | clones/cousins that the player is often punished somehow for
       | experimenting with the puzzle. This strikes a good balance, where
       | I can fiddle around with the puzzle to my heart's content but
       | still feel satisfied when I get one in the target number of
       | moves.
       | 
       | Nice work!
        
         | kuboble wrote:
         | Thank you.
         | 
         | My idea is that the challenge here is not the time nor getting
         | the puzzle right at first attempt, but as in math problems it's
         | to find the best answer at all eventually.
         | 
         | And if I can't solve some level I can come back to it later
         | (hence the filters for partially completed levels).
        
       | shanehoban wrote:
       | I don't see how to pass level 13, it doesn't seem possible
        
         | shanehoban wrote:
         | Never-mind, I actually did it by just accidentally dragging
         | them out of frustration - it is possible!
        
         | ankitrgadiya wrote:
         | Thinking in the reverse direction helped me.
        
       | vpol wrote:
       | Thanks for killing my productivity! Very nice game.
        
       | huhtenberg wrote:
       | Nice. Sokoban nostalgia says Hi :)
       | 
       | Some nits and comments if I may.
       | 
       | * Don't count moving stones as an actual move until the stone is
       | released. I am on a PC and if I click-and-hold a stone and then
       | move it back and forth, each move is counted even though I
       | haven't released the mouse button yet. This is somewhat counter-
       | intuitive and unexpected.
       | 
       | * Put the light source at the top. You have it at the bottom and
       | this results in a drop shadow above the stones, which looks more
       | like an unintended blur or ghosting. Also shadows/highlights are
       | a bit inconsistent - base tiles imply that the light source is at
       | the bottom-bottom-left, but the stones are shaded as if it's at
       | the bottom-right.
       | 
       | * Perhaps reduce the size of stones a bit to add some breathing
       | space around them when idle and when moving.
       | 
       | * Add a keyboard nav? There are two stones, so something as
       | literal as awsd for one and arrows for another would work. Or
       | just the arrows with a 'space' to toggle the focus.
       | 
       | * Starring criteria is unclear. Got one level with "optimal"
       | rating, yet it gave 3 stars. This was the one where I had to undo
       | several moves because I was mindlessly moving the stone back and
       | forth without releasing it.
        
         | soperj wrote:
         | If you play more you'll realize there are levels with more than
         | 2 stones.
        
         | kuboble wrote:
         | Thanks a lot! I haven't expected more than few people seeing
         | it. I'm absolutely excited that people like it and give great
         | feedback.
         | 
         | * the move is applied automatically the moment the done does
         | stone_width/2 in a free direction. It would be tough to
         | implement what you suggest. Also I did implement move counter
         | the way you recommend - that if you make a move that cancels
         | previous move it reduces the count but the testers were
         | unanimously confused by it so I reverted it.
         | 
         | * there is no light source. It's few simple 2d images.
         | 
         | * I actually like how tight the stones are - like in a goban
         | 
         | * keyboard is on my todo if pepole intend to play on a pc
         | 
         | * starring is 5 for optimal score and 1 less for each extra
         | move. Are you sure you have observed that anomaly?
        
           | huhtenberg wrote:
           | * Then, once move is applied disallow moving the stone again
           | without re-engaging it a new tap/click-hold? Or undo the last
           | move silently if the following move is the reverse of the
           | preceding one?
           | 
           | * I meant "implied" light source. My point was that visually
           | it's somewhat messy due to shadows being on top.
           | 
           | Re: the starring thing - I can't reproduce, but 100% saw it.
           | Was on the level 3.
        
           | japanman425 wrote:
           | Biggest tip of all is don't be demoralised by snarky remarks
           | such as this
           | 
           | > Sokoban nostalgia says Hi :)
           | 
           | HN is full of people who have seen it been there done it and
           | like to point it out in the pass agg format such as that.
           | 
           | One of the most difficult barriers to starting a "cool"
           | project for me is the "but X already exists" even worse when
           | someone points it out to me in a snide manner.
           | 
           | Absolutely love your game. Reminds me of the primitive yet
           | challenging games you would find on random floppy disks at a
           | jumble sale. Thank you for making it!
        
             | huhtenberg wrote:
             | There was nothing snarky about my comment.
             | 
             | OP's game has a similar setup, mechanics and requires
             | _very_ similar strategies to solve as another very well-
             | known game that many people know. This is obvious.
             | 
             | Mentioning it doesn't denigrate or belittle OP's creation
             | in any way.
        
             | kuboble wrote:
             | Thank you.
             | 
             | By the way. I didn't get the snarky vibe from the comment
             | at all.
             | 
             | Kuboble is born from Sokoban nostalgia :). I think this
             | exact puzzle mechanic is a subset of many existing games.
             | 
             | I would like to think that my original contribution is
             | mostly the level selection.
             | 
             | I'm grateful for anyone caring enough to post a critical
             | comment.
        
           | Bedon292 wrote:
           | I am not really a frontend person, but I don't think it
           | should be too bad to implement a move counter that doesn't
           | happen until you release the stone. Something like an
           | onmouseup / touchend event.
        
           | julianwachholz wrote:
           | The light source parent meant is rendered into your 2d
           | sprites. The colored stones for example have a shine in the
           | bottom right.
        
           | pmontra wrote:
           | Nice game.
           | 
           | > the move is applied automatically the moment the done does
           | stone_width/2 in a free direction
           | 
           | Shouldn't a move be complete when the stone bumps into a wall
           | and stops moving? I guess you already have the code to detect
           | that event. You can hook the move counter there.
           | 
           | Keyboard navigation is definitely due on a computer. Select a
           | stone with mouse and move with arrows or awsd. We can play
           | two handed. It's much better on a phone now because we can
           | throw stones to walls with a finger.
        
             | kuboble wrote:
             | Hi, It's that the animation and bumping is executed already
             | when the stone does a short way - on a larger board it
             | looks like this:
             | https://i.gyazo.com/bd780834e5546a4d8f84791b0f619ebb.mp4
             | 
             | But I see how it can be confusing when the path to travel
             | is 1*stone_width. I don't have a good idea how to preserve
             | the behavior on a bigger board and making it less confusing
             | on a smaller one.
        
       | passion__desire wrote:
       | Reminds me of this simple Pushing Machine game.
       | 
       | Pushing Machine (Impossible, puzzle 1)
       | https://www.youtube.com/watch?v=0lL5YQHHnog
       | 
       | https://play.google.com/store/apps/details?id=com.reactor.pu...
        
       | pigcat wrote:
       | That was fun! Congrats and thanks for sharing :)
        
       | el_snark wrote:
       | No instructions. No idea what the objective is. Gave up after 60
       | seconds.
        
       | wink wrote:
       | Looks good!
       | 
       | I would assume it's for mobile first and it feels a little clunky
       | having to move the stone with a mouse if there's only one
       | direction. Not sure if it would work to just slightly sling it
       | into the direction instead of having to drag it all the way, if
       | you know what I mean. Double-clicking to make it move would work
       | if it's blocked in all but one direction, but that's a weird edge
       | case. Also on a 27" it's a tad big.
        
         | kuboble wrote:
         | it's enough to slide the ball piece_width / 2 in the direction
         | of travel and the move will auto-complete.
        
       | perryizgr8 wrote:
       | Very enjoyable game! Well done, I'm hooked. Is there a meaning
       | behind the name?
        
         | kuboble wrote:
         | Not really.
         | 
         | It's something based on my name Kuba. Should sound like a game
         | name, be short and have a free .com domain.
        
       | snozolli wrote:
       | Stumped by level 20. Didn't expect to get so sucked in!
        
       | mteam88 wrote:
       | Awesome. What are your thoughts on web assembly?
        
       | hxhxhrra wrote:
       | Maybe consider a different color palette. I have a red/green
       | color blindness (like ~8% of the male population), and I can only
       | barely differentiate the colors.
        
         | kuboble wrote:
         | That's a good point I haven't thought about. It's obvious
         | mistake on my part. I will make the colors configurable
         | perhaps. Interesting that none of the reviewers raised this
         | point.
        
       | GordonS wrote:
       | I tried level 1, moved the two stones onto the squares... and
       | nothing happened?
       | 
       | Eventually I realised that the stones need to be placed on
       | different coloured squares - I'm colour blind (red/green), and
       | can't tell any difference at all between the stones. For the
       | squares, I can tell one is a bit darker than the other. You might
       | want to consider using more contrast, or a more colour-blind
       | friendly colour palette.
       | 
       | Reminds me of Sokoban, which I first played more than 30 years
       | ago!
        
         | snny wrote:
         | I had the same experience with Level 1, except I'm not
         | colorblind but I was using a grayscale filter on my phone for
         | other reasons. Thank you for calling this out!
        
         | kuboble wrote:
         | I'm sorry. I will add a color-blind friendly palette.
        
           | pmontra wrote:
           | Or two different shapes, because there are too many different
           | color blindnesses. Board games started marking counters many
           | years ago. Sometimes their colors are so similar even for non
           | color blind people. I couldn't get a black from dark blue
           | counter two nights ago, the light at the table was not great.
           | And yellow looked a pale gray.
           | 
           | Examples for the game: the red stone could have a empty
           | circle mark on the top it, the green one could have a circle
           | with a dot inside. The destination squares would be marked
           | with the empty circle and the dotted circle.
        
             | GordonS wrote:
             | Oh, different shapes would be even better!
        
           | darkvertex wrote:
           | Yea, even better: distinct iconography.
           | 
           | A circle and a triangle, for example.
        
             | Bedon292 wrote:
             | This would be great. It looks like at the top end there
             | might be a third stone. So square, triangle, circle. And
             | where they go on the board marked with the same shape would
             | be very intuitive even with no color at all.
        
           | kuboble wrote:
           | I have made a very quick-fix for colorblindness at
           | https://kuboble.com/beta/
           | 
           | I'll try to come up with something better in the long term
        
             | RobotCaleb wrote:
             | The rule of thumb for this sort of thing is to never rely
             | on color alone to convey important information. Shapes and
             | patterns and textures are much preferable to simple color
             | variations.
        
               | mritchie712 wrote:
               | good call. A triangle and square in the middle of each
               | circle would eliminate the need for color all together.
        
             | jcynix wrote:
             | Thanks, looks much better. Ideally we could choose the two
             | colors from a set of four or five colors.
             | 
             | Another option would be to use different forms, e.g. a
             | round stone combined with a square one.
             | 
             | Anyway, nice game!
        
       | 777Blooms wrote:
       | Stuck on level 12, have found solutions with 10 and 9 moves but
       | not 8. Hmmm
        
         | eutectic wrote:
         | orange down
         | 
         | green right
         | 
         | orange right
         | 
         | green down
         | 
         | green left
         | 
         | green down
         | 
         | orange left
         | 
         | green up
        
       | Narew wrote:
       | It's really close to "Ricochet Robot" in its principle.
       | https://boardgamegeek.com/boardgame/51/ricochet-robots Really fun
       | game
        
         | kuboble wrote:
         | Oh yes. It has basically identical mechanics.
         | 
         | However - I only started really liking my game when I have
         | realized that you don't need big complex boards to make
         | interesting challenges.
        
           | eemmpy wrote:
           | Nice game. Also very similar to my Persuasion puzzle game
           | (https://persuasiongame.codesimple.net/persuasion/) which I
           | created a good few years ago, originally for Android and then
           | ported to the browser.
           | 
           | I like the simplicity of the Kuboble levels. I started like
           | that but then got carried away adding switches and teleports
           | etc. to the later levels.
           | 
           | And similar to Kuboble, mine could do with some keyboard
           | controls. I think both work better with touch screens.
        
         | Techbrunch wrote:
         | I came to say the same thing ^^ Check: https://galactic.run/
         | for a web implementation :)
        
           | kevincox wrote:
           | I love this game and made a web-based solver that can also be
           | used as a game board in a pinch.
           | 
           | https://ricochetrobots.kevincox.ca/
        
       | samgtx wrote:
       | Great game. I have played a similar game to death on android
       | called Flow Free. I binge the new packs as they come out. The
       | first game/set of puzzles was free and I have purchased and
       | completed every new pack to optimal/5 stars. They're a few
       | dollars each. They release big packs of puzzles with new layouts
       | and also a daily and weekly group of puzzles. Very addicting. I
       | actually wrote them a few years ago asking for more packs to buy.
       | If you haven't seen it before maybe take a look because I think
       | you could do very well with this game you have built.
        
       | bambax wrote:
       | Nice game, and excellent story! Thanks for sharing!
        
       | chienandalou wrote:
       | FYI: while the game is running one core of my 5600X is always at
       | 80% load (current Firefox on Fedora Linux), although nothing's
       | really happening. It looks as if there's a busy loop in the
       | background burning CPU cycles.
       | 
       | Apart from that, nice game, well done!
        
       | greenpeas wrote:
       | Really fun game, congrats! And good job sticking to it for so
       | long, and getting it out there!
       | 
       | I'm curious whether you wrote an automatic solver to find the
       | optimal number of moves per level? And does the number of moves
       | in an optimal solution correlate with difficulty? Or are there
       | easy levels with long optimal solutions?
        
         | kuboble wrote:
         | Length of the solution correlates with difficulty just not
         | perfectly. It's easy to come up with artificial boards with
         | high move count that are easy (e.g. Hanoi towers or long winded
         | corridors)
         | 
         | With three pieces difficulty gets much harder past 16 moves
         | optimal.
         | 
         | It was a long process but in the end I wrote program to
         | generate all different board shapes, for each of those shapes I
         | generated some basic starting position (all pieces next to each
         | other) and then generated all positions reachable from starting
         | position.
         | 
         | Then I tried different heuristics as to which level is the most
         | interesting and ended up with just taking the one with the
         | longest solution.
         | 
         | It generated approximately 100k levels and I started playing
         | them randomly and marking those I liked to final game.
        
       | Waterluvian wrote:
       | I enjoyed this so much that I began sharing the link with
       | friends. Well done.
       | 
       | Your journey is my journey, many times. I've tried so many
       | different game engines and such. What I've learned that works for
       | me and scratches my creator itch perfectly is:
       | 
       | - Make small games. And I mean SMALL. Like what you've done
       | 
       | - Write them for the web to trivialize sharing them with the
       | world
       | 
       | - Use very basic HTML + JS/TS and maybe add React if you've got a
       | lot of UI. And Canvas is great.
       | 
       | - Look into Pixi.js as an abstraction on the canvas API that
       | gives you a ton of great features and huge performance for free
       | (free WebGL if supported). I love Pixi because it just tries to
       | be a renderer. It isn't a game loop or sounds or IO or physics.
       | 
       | - Explore the game you're developing, but don't succumb to scope
       | creep. Know when to decide "that's a really cool idea, maybe I'll
       | save it for my next game." I have too many games that are large
       | in scope but totally incomplete.
       | 
       | - Never be deterred by "this is already been done" or "nobody
       | will want to play this." The journey is the point. Sharing it
       | with us is just a bonus.
        
       | Redsquare wrote:
       | Congrats, like it, simplistic - will see how my kids do at it
       | after school
        
       | MariaElisabeth8 wrote:
       | [dead]
        
       | 40four wrote:
       | Cool game, I like it! Anyone else stuck on level 6? :)
        
         | [deleted]
        
         | kowlo wrote:
         | https://imgur.com/a/HAKSFZV
        
           | 40four wrote:
           | Haha thanks, I finally got it, but in too many moves. It's
           | fun to go back and try to do puzzles more optimally. Also
           | interesting to note , my number 6 was oriented in a different
           | way.
        
             | kuboble wrote:
             | Levels are aligned differently on horizontal / vertical
             | screens.
        
       | riskycodes wrote:
       | This is great!
        
       | expiredToken wrote:
       | It's simple and easy to play, well done!
        
       | pachico wrote:
       | My colour blindness says "never again"
        
         | kuboble wrote:
         | I have made a very quick-fix for colorblindness at
         | https://kuboble.com/beta/
        
           | pachico wrote:
           | Thanks a lot! Now it's perfectly visible!
        
       | ehaveman wrote:
       | Fun except the colours are all but indistinguishable for colour
       | blind people like myself.
       | 
       | Be nice if games defaulted to a colour scheme that worked for
       | everyone (Vs the trend of offering a "colour blind safe" mode)
        
       | SamBam wrote:
       | Very cool! Very elegant, I like the style, and I like how
       | intuitive it is to play, and yet gets tricky in some of the later
       | levels are.
       | 
       | I'm currently on level 12 with perfect stars.
       | 
       | To me the order of the levels doesn't quite always increase,
       | sometimes a later level is easier. This could just be whatever
       | path I happen to see first, though. If you're collecting data,
       | though, you may be able to use it to re-order your levels.
       | 
       | One small thing that could be nice: the sound of a "click" like a
       | go piece when the pieces collide. A lot of go games have a
       | pleasing click sound, and I think it would be good here. (If you
       | wanted to be fancy it could even be a click when the pieces
       | collide, and a hollow this when it hits the side of the board.)
        
         | kuboble wrote:
         | Thanks :)
         | 
         | I had a click sound, but it turned out that on some devices
         | playing the click via javascript works awfully bad (random
         | delays) and it was more confusing than useful. I intend to work
         | on it a bit once I add some customizations options and it will
         | be possible to enable / disable sounds.
         | 
         | The order of levels is by 1) number of balls, 2) board size, 3)
         | optimal number of moves.
         | 
         | Although not perfectly it's actually quite well correlated with
         | difficulty - all levels above 100 are much more tough than any
         | of the first 20 etc.
        
       | caxco93 wrote:
       | I Enjoyed the game a lot and so did my partner. Quick feedback
       | for mobile would be to have the retry button next to the Undo
       | one. If there is a space issue then maybe switch the undo one for
       | a circular arrow. We found ourselves retrying most of the time
       | and it was really cumbersome to open the level menu and hit retry
       | after
        
         | kuboble wrote:
         | Thank you!
         | 
         | Retry is there if you click "Level" button in the top right.
        
       | mmww wrote:
       | total people hired? total spent?
       | 
       | what unexpected things occurred hiring people?
       | 
       | great job, played for longer than expected :)
        
         | kuboble wrote:
         | I would say 3 people have contributed significantly.
         | 
         | 1) Indie dev - build a first version of the game in Unity. She
         | is responsible for the look&feel of the gameplay 2) Fiver
         | person 1 - who made the very crude js version of the player
         | which I refactored into final version. 3) Fiver person 2 - who
         | helped me with the design of the game menu.
         | 
         | Other than that I have hired some other designers on fiverr,
         | whos designs I didn't end up using, several testers and
         | reviewers.
         | 
         | I also asked all friends and family to try it out and I have
         | observed if they can figure out what the game is about without
         | any hints.
         | 
         | Nothing really unexpected happened in regards to working with
         | people.
        
       | matsemann wrote:
       | I really like these kind of puzzle games. It's always so
       | satisfying building up a kind of "intuition" on how to solve
       | them, learn the patterns etc.
       | 
       | Well done on "finishing" it. Your story is a typical one, myself
       | being guilty of it: Going too grand in the beginning, and never
       | getting anything viable out. Focusing on the core gameplay, even
       | if "only js+canvas" with no fancy 3d graphics etc is the right
       | start.
        
       | insane_dreamer wrote:
       | As a former sokoban player (I think I last played it on a Palm V
       | but can't remember) I like it. I miss the little guy running
       | around though :)
       | 
       | nicely done
        
       | trizoza wrote:
       | Nice one!
        
       | ismailmaj wrote:
       | stuck for 20 minutes on lvl 6 for the optimal solution, 10/10
       | would recommend
        
         | nadinengland wrote:
         | I keep coming back to it and can't get better than 8 on lvl 6.
         | Would love to know how you've done it!
        
           | kowlo wrote:
           | https://imgur.com/a/HAKSFZV
        
       | green-eclipse wrote:
       | I love this! I'll be waiting at doctors offices a lot over the
       | next few days and will be grinding hard on this. Thanks for
       | sharing it.
       | 
       | Playing on desktop vs mobile is interesting -- I noticed the
       | board isn't just rotated 90 degrees, but rotated and mirrored.
       | Just curious why you decided to do that? A quirk in the rendering
       | or something? Thanks again.
        
         | kuboble wrote:
         | Swapping x/y coordinates was easier than rotating.
         | 
         | Didn't put much thought into it to be fair. But it's true that
         | the mirror can feel like a completely different problem.
        
           | green-eclipse wrote:
           | Makes sense!
        
       | VBprogrammer wrote:
       | With my colour vision deficiency the tokens on the first couple
       | of levels practically look identical. In fact I had to guess by
       | assuming what was harder arrangement.
       | 
       | Could the colours be made more accessible or perhaps some other
       | clue added?
        
         | mytaterskin wrote:
         | go to https://kuboble.com/beta/
        
       | ranting-moth wrote:
       | I know everyone is saying it, but it's brilliant!
       | 
       | Dead simple gameplay but challenging puzzles!
        
         | kuboble wrote:
         | Thank you so much!
         | 
         | That's the exact experience I was dreaming to achieve
        
       | hairtuq wrote:
       | I wrote a solver for Atomix (https://github.com/falk-
       | hueffner/atomixer), a similar game. Technically, the only
       | difference is that in Atomix the solution location is not
       | predefined, although probably based on level design this game
       | actually feels quite different. Since the solver just tries all
       | solution location anyway, it would be quite simple to adapt it to
       | this game.
        
       | 4matt wrote:
       | Very nice. Maybe hide the undo button when it's 0?
       | 
       | Also, tiny error on desktop: start dragging a piece, move out the
       | window, release, and then either piece will move on mouseover.
        
       | marek_TR wrote:
       | Interesting game, very good minimalist design. I'll try to play.
       | Self-documenting. No description needed.
        
       | robofanatic wrote:
       | Cool game
        
       | sltkr wrote:
       | Fun! It seems like a simpler version of KAtomic
       | (https://apps.kde.org/katomic/).
       | 
       | By the way, PuzzleScript (https://www.puzzlescript.net/) is a
       | great way to prototype or implement these kind of game ideas; see
       | for example the "Neko Puzzle" example.
        
       | jonnycomputer wrote:
       | wow stuck on level 33.
        
       | Anuiran wrote:
       | The colors are really hard for me to see, but otherwise it is a
       | cool idea.
        
       | slig wrote:
       | Congrats, will be playing it today.
        
       | bitslayer wrote:
       | Pretty. Keyboard shortcuts would be a nice addition.
        
         | JKCalhoun wrote:
         | Agree. Ideally then you would need a notion of "focus" -- which
         | piece is selected (bonus if there is a key to toggle between
         | which piece has focus).
        
       | greggrahamer wrote:
       | Nice work!
       | 
       | I'm a fan of a new puzzle every day.
       | 
       | Mix things up, some hard, some easier. Much in the way
       | Wordle/Figure/Killer Crossword does it.
       | 
       | You don't need to change your game, give a url that changes the
       | puzzle every day.
       | 
       | People who want to binge can do it, people who want one-a-day can
       | do that.
        
         | kuboble wrote:
         | I have such a plan - but I didn't want to add thousand features
         | in case nobody wants to play it.
         | 
         | Right now on my todo list there are two majors 1) colorblind
         | friendlyness 2) making the gui loop fully idle when nothing
         | happens
         | 
         | and I will want to add a level of the day soon afterwards if I
         | see people are actually willing to play it.
         | 
         | And the reason why I went with the "campaign" as default is
         | that the difficulty of puzzles differ tremendously so the
         | gradual progress is better than one the same puzzle a day for
         | everyone.
        
       | MrDrDr wrote:
       | This is very good - got me spending more time playing than I
       | intended to and I will definitely share - well done. Maybe
       | consider the wordle - one game a day/ share your score with your
       | friends on social media approach - so your users stay hungry and
       | don't waste too much time playing it!
        
       | opdahl wrote:
       | Really fun game, was able to get the optimal solution of the
       | first 37 levels, but level 38 really got me stumped! Been trying
       | for maybe 10 minutes and can't even solve it no matter how many
       | moves I do.
       | 
       | What would also be a fun exercise to write like a solver script
       | where you basically try to brute force every puzzle. I'm sure you
       | can get the optimal solution very quickly at least in these 4x4
       | grid games and only 2 balls.
        
       | f5ve wrote:
       | good job!
        
       | xwdv wrote:
       | If you're building puzzle games, I would suggest not starting
       | with the game but instead create a program first that generates
       | challenging puzzles, then build a game around the levels it
       | generates.
        
       | moffkalast wrote:
       | Plays quite well, and having the total moves displayed as a goal
       | is super helpful to figure out roughly how complex the solution
       | ought to be. Got to level 15 so far and it seems reasonably well
       | balanced. Getting the level difficulty scaling right is often
       | quite tricky, having made a fair few games so far that's always
       | been a pain, so very good job on that. May be worth adding one
       | even simpler first level since some people here are apparently
       | having trouble figuring out the mechanics at the very start.
       | 
       | One other suggestion I'd make is regarding the art style, which
       | seems a bit inconsistent. The space wallpaper doesn't really fit
       | with the rest, I'd imagine a wooden table sort of texture might
       | look better. Having the buttons in the same style as the game
       | board tiles would tie the gui together more, etc.
        
         | px43 wrote:
         | I for one appreciate the wooden board floating through space
         | theme.
        
           | moffkalast wrote:
           | It's more likely that one wood think.
           | 
           | https://www.syfy.com/syfy-wire/can-you-build-a-satellite-
           | mad...
        
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       (page generated 2023-02-08 23:00 UTC)