This one stumped me at first. But only because the way that the coin needs to be collected. You have to move a block on top of it, and then update the game with the block to collect the coin. My first go at it, I honestly assumed that the game just didn't work until I messed around a second time and heard the little collect noise.
As much as I love the little square ninja turtle, I couldn't help but using the word "attached" when talking about moving 2 blocks. I wonder if changing the theme to reflect that might help with understanding of the first couple levels and might just tie everything together a bit. I personally thought about magnetic fields or electric currents binding the blocks together.
That last level was a doozy for me though. I originally thought that this concept was lacking in complexity and was just too simple to make a good game out of, but if you can continue to churn out levels that are on the same level as that last one, then I will have to stand corrected.
The rule of move boxes is creative, the player should stand between two boxes and move them. When the boxes are placed at the player’s left and right, the player can only move them together to the left and the right; when the boxes are boxes are placed at the player’s top and bottom, the player can only move them together to the top and the bottom. Besides, there is a goal before the player moves the boxes to the targets which are using boxes to get the yellow target. The relationship between the goal and rule makes the game surprising and interesting. The designer set all yellow target at the corner, and as long as player move the boxes on the yellow targets, the player cannot get that box out and move that to the final target. As a result, the purpose of moving boxes together is obviously – pull the boxes out from the corner after that boxes get the yellow target. This relationship makes the game more tricky, players should make a prediction and arrange the order of yellow targets. Moreover, the player should arrange the position of boxes and let them have changed to get the yellow targets. The interaction between the rule, “boxes together”, and the goal, “get the yellow target”, is interesting on the intelligence part. It only makes the game more challenging, but also increases the playability of the game. Because the play should make a strategy for each target. In general, it is a pure puzzle game and the purpose of the game is to solve the problems.
Prompt 4 - In level 4, my first go involved me just pushing the boxes to the coins, which, of course, led me to a dead-end because then the boxes were in positions that I could not get them out of, since, obviously, the rules of the game are that you can only pull a box if you are also pushing one. This rule made me have to try things many different ways, and it was rarely apparent when I was leading myself to a dead-end because you think that there are ways to recover, but the clever level design prevents you from maneuvering boxes the way you want. The only solace that I had on multiple occasions was the use of hitting ‘z,’ which let you undo your last move. If this option was not included I would have had to fully restart the level multiple times. When it came down to it, my solving the level came down to a series of trial and errors, where over time I discovered the best routes to take, which boxes to move first and where, and what things to avoid. The main thing to avoid, for me, was keeping the boxes off of the outside walls, because if you did not have another spare box that could move freely then you would have no way to recover the original box from the wall. The design of the level initially led me to believe that there would be many options or paths to take to beat it, however, over the course of my different iterations for a solution, I now believe that there are very few, if not only one, paths to completion.
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This one stumped me at first. But only because the way that the coin needs to be collected. You have to move a block on top of it, and then update the game with the block to collect the coin. My first go at it, I honestly assumed that the game just didn't work until I messed around a second time and heard the little collect noise.
As much as I love the little square ninja turtle, I couldn't help but using the word "attached" when talking about moving 2 blocks. I wonder if changing the theme to reflect that might help with understanding of the first couple levels and might just tie everything together a bit. I personally thought about magnetic fields or electric currents binding the blocks together.
That last level was a doozy for me though. I originally thought that this concept was lacking in complexity and was just too simple to make a good game out of, but if you can continue to churn out levels that are on the same level as that last one, then I will have to stand corrected.
Prompt 3:
The rule of move boxes is creative, the player should stand between two boxes and move them. When the boxes are placed at the player’s left and right, the player can only move them together to the left and the right; when the boxes are boxes are placed at the player’s top and bottom, the player can only move them together to the top and the bottom. Besides, there is a goal before the player moves the boxes to the targets which are using boxes to get the yellow target. The relationship between the goal and rule makes the game surprising and interesting. The designer set all yellow target at the corner, and as long as player move the boxes on the yellow targets, the player cannot get that box out and move that to the final target. As a result, the purpose of moving boxes together is obviously – pull the boxes out from the corner after that boxes get the yellow target. This relationship makes the game more tricky, players should make a prediction and arrange the order of yellow targets. Moreover, the player should arrange the position of boxes and let them have changed to get the yellow targets. The interaction between the rule, “boxes together”, and the goal, “get the yellow target”, is interesting on the intelligence part. It only makes the game more challenging, but also increases the playability of the game. Because the play should make a strategy for each target. In general, it is a pure puzzle game and the purpose of the game is to solve the problems.
Prompt 4 - In level 4, my first go involved me just pushing the boxes to the coins, which, of course, led me to a dead-end because then the boxes were in positions that I could not get them out of, since, obviously, the rules of the game are that you can only pull a box if you are also pushing one. This rule made me have to try things many different ways, and it was rarely apparent when I was leading myself to a dead-end because you think that there are ways to recover, but the clever level design prevents you from maneuvering boxes the way you want. The only solace that I had on multiple occasions was the use of hitting ‘z,’ which let you undo your last move. If this option was not included I would have had to fully restart the level multiple times. When it came down to it, my solving the level came down to a series of trial and errors, where over time I discovered the best routes to take, which boxes to move first and where, and what things to avoid. The main thing to avoid, for me, was keeping the boxes off of the outside walls, because if you did not have another spare box that could move freely then you would have no way to recover the original box from the wall. The design of the level initially led me to believe that there would be many options or paths to take to beat it, however, over the course of my different iterations for a solution, I now believe that there are very few, if not only one, paths to completion.