Each and every one of these games have undo. That's critical for this type of game. Forcing the player to restart because of a single mistake is about the least interesting way to make a puzzle game more difficult.
Half of the pleasure of "baba is you" is to discover it. The game assumes this perfectly, and is actually structured to make that discovery part of the gameplay: it's incremental, pleasant, and it surprises you in good ways.
I sometime even laugh at the way the game designer played with me. With one specific block present or missing. With one rule you didn't know about, or didn't think about that way. It's communicating playfulness without a having to say a word.
This game is a beautiful thing.
0 - https://www.miniclip.com/games/bloxorz/en/
Sometimes you can play Zuma, but that's hit/miss with latency and I can never get past Khufu's Revenge.
Back in the long long ago, some airlines made a deal with Nintendo to put a SNES emulator in their entertainment system . You could play Super Mario World, Zelda: A Link to the Past and other games. I only had the experience once, on a flight to Cape Town around 2002(?) and frankly I was a bit too young to appreciate what it was, but it somewhat spoiled me for inflight entertainment ever after.
It's not enough to solve the puzzle, you have to solve it the best way possible.
Big O notation?
But heck, writing an original clone of an already-extant game is an interesting exercise especially for beginner game devs. So cherish the victory of having finished and released it!
I had that game as a child. Even though it counted moves, I never paid attention to it. I only cared about finishing the level. Your game puts more emphasis on the number of moves especially with showing the minimum number of moves to solve a level. That gives it more replay value.
I remember thinking the Microsoft "Extended" Basic for the CoCo was pretty cool. Although it was pretty painful manually typing in source code from magazines to try new programs (I think the main magazine back then was "Rainbow").
The tweens today who have only used Github for getting code don't know how good they have it.
Otherwise it's awesome.
I understand that the game is a not a 5 stars game and there's room for improvement, some requests I may implement on the next update, but, I'm now working on a new game that I plan to release soon.
I think this new game is more fun. I suggest following me on twitter, itch.io, youtube or github to check it out.
As I told, I'm not working right now so if you liked QUBES and want to support me and the developing of other games, I suggest you make a donation you itch.io, paypal or consider becoming a patreon.
Here I go by atum47, but on all other platforms I'm usually victorqribeiro. On youtube I'm always putting videos of my projects, my english is far from good, but I'm working on my pronunciation.
On GitHub I'm always publishing open source projects that might help others or even serve as a starting point for a project. IsoCity is a good example of that. There are people working on some cool new things using IsoCity as a foundation. So, make sure you take a look at my projects at GitHub also.
Thank you so much for playing the game and for the inputs/feedback.
bad jokes aside, I designed it that way.
To move a long distance, I spam the direction until I hit the wall without care of 'wasted moves'.
I didn't understand why I didn't get the optimum moves the first time.
Regardless, thanks for developing the game and releasing it for free. I'm enjoying it while I'm stuck at home!
(And allow undo. See my other comment.)
You can stick to your guns here, but I think you'd be hard-pressed to argue that it improves the game.
What's also annoying is that I don't know if I have suboptimal moves because I accidentally hit some walls or because there's a better solution.
const isMobile = /iPhone|iPad|iPod|Android/i.test(navigator.userAgent);
I'm holding the source code on this one for now, cause I'm trying to make a bucket out of it. But I'll release it soon enough. Check out my github for some other fun projects as well
I used to play KSokoban, when I used KDE long time ago. Now, someone took the assets of KSokoban and made an online version.
It's in essence the same game.
Since I wrote a solver / level generator for my game, I'm able to tell how many moves you need to make to finish the level as efficient as possible.
The game was supposed to be mobile only, I just had a bad day today and made a quick hack to make it available on desktop.
I'll try to refine it more, later.
One small feedback, it would be great if there were an undo. It's really frustrating to make one mistake twenty moves in and have to start over. :)
- an option to mute audio
- a counter to see how many moves I did by now
figured out what to do, then it froze. Pressing space bar did nothing.
It looks like a fun thing to play while a build is running, I'll check back if it crosses my radar again.
I'll trying my luck as a indie game dev for now, and this is not a game that people would buy or spent a lot of time playing. so, after I thought I had enough for a "game" and released.
Tomorrow I'll start working on a new game. This next one I'll put more thought into it.
Edit: Lovely game, btw! Congrats.