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RestartKernel 17 minutes ago [-]
This barely feels like a Web game. Well done, especially in 12 days. What was your workflow like? How much use could you get out of LLMs past the basic mechanics (if at all)?
blobdole 11 hours ago [-]
Wowza... I am so bad at this. lol
One thing I would say is that when there is a "done" or a "next" button, it took me a sec to see it as a button because the actual button color was too close to white on my monitor. So I thought it was a click anywhere kinda "done".
dyarosla 11 hours ago [-]
Thanks for the feedback! Maybe I should add another touch animation like the one that teaches you about the levels menu chevron. Or just add some light glows every so often
which bit of polish changed how people reacted the most?
dyarosla 13 hours ago [-]
I think it's still to be seen in the long run but so far two main ones come to mind
- Adding a mascot(s) helped immensely for creating an identity / making it not another puzzler
- Tuning the puzzle generation constraints: how frequent 2-,3-,4-,5- size pieces are, how many shared colors, how colored markers are laid out relative to one another in the board, all helped tune the puzzles from not being outlandishly difficult or mundanely boring.
One thing I would say is that when there is a "done" or a "next" button, it took me a sec to see it as a button because the actual button color was too close to white on my monitor. So I thought it was a click anywhere kinda "done".
- Adding a mascot(s) helped immensely for creating an identity / making it not another puzzler
- Tuning the puzzle generation constraints: how frequent 2-,3-,4-,5- size pieces are, how many shared colors, how colored markers are laid out relative to one another in the board, all helped tune the puzzles from not being outlandishly difficult or mundanely boring.