Aha-moments is a mesuare for the game's variety and creativity demands. It is one of the most important attributes in a great puzzle-game. You must be a boring gamer.
if you consider me a "boring gamer" because I was asking you questions about your game, you must be a horrible game developer. Or perhaps that doesn't show what sort of game dev you are, but instead what kind of person you are in relation to dealing with people.
judging a puzzle game purely on "aha" moments is poor. Hell can you even explain what an "aha" moment really is? Is it just when the person figures out how to solve something? You never did comment on my previous questions and instead tried to insult me, so I'll just assume you don't have any idea what you're doing in relation to those either.
Time will tell if this game is just mediocre or actually interesting, but if you treat everyone who wants to talk about your game like this I won't hold my breath.
I am entirely fair and have answered all the questions you are throwing at me. The game is not only about aha-moments. It provides various types of challenges. There are videos explaining the rule-set. If you would be interested in knowing what it is you would look them up, instead of coming up with assumptions being remote to the actual game.
Regarding the score, most players will just be happy to solve the puzzles. Hardcores can make up challenges for themselves like solving a level in less steps possible, what often brings up new solution-ideas since many levels can be solved in multiple ways. Least steps and best times, those 2 things will be tracked down. I think it suffice. If publishing it on steam (the game should get there) requires me to add achievements then I will consider to add them in the most meaningfull way possible.
Here is the current look. The gameplay-tiles and crystals are finished (except for the exit), I am ok with them. All the rest of the graphics will be changed in the process.
as far as tiles go that was the style i was originally going for as well. i ended up playing around though since i wasn't able to get it quite right (to my liking) fast enough. i should have kept trying i guess.
anyways that looks fine enough. i'd add more detail to the tiles though, they look way too polished for rocks. the gems are well done.
next to come: TrapThem - Trailer and the windows desktop-pc-demo. It is considered to be timed with the Steam Greenlight release.
If it captures your interest and you want to know more about the quality of the game right now:
The rule-set of the game you see is simple but clever, it is based on complementary elements. That allows to express and form a rich pool of action- and puzzle-gameplay. The puzzles can achieve mind-bending difficulty, but remain always fair.
Good rules mean nothing without competent implementation: TrapThem is designed to offer best possible sportive/competitive quality by principle. It is one of very few games which offer ideal clockwork-perfect mechanics. Every little detail down to the specially designed game-loop is consciously analysed and implemented.
It is a serious attempt at providing gameplay-perfection. But it is also the intention to make thinking a fun process, and I hope some of you will value all that.
I think some of you might represent the crowd on steam. So how do you like the prototype-trailer. The music isn't original and not in sync, just an inspiration for the composer.
I would like to hear what impression you got from it (unfortunately it is really hard to make the game justice within a short time-window). I am all ears.
Now I shortened the clips in places where it is safe, added a rounder ending, still under 2 minutes. Let me know how you like the ending. (audio still placeholder, of course)
Working out a description. Would be nice one of you native speakers can confirm it reads well:
5 data chips, containing groundbreaking scientific knowledge, have been sealed in crystals and scattered inside the mountain of Fermi Island. The RoboTTech corporation has already sent their robots to search for those data chips. Your agency now fears the abuse of this knowledge and sends you on a top secret mission to find the data chips first.
TrapThem is a puzzle game about exploring a non-linear interconnected system of caves. Search for the data chips, outsmart the robots and avoid being caught. Face a large variety of challenging and mentally stimulating problems. Most caves offer multiple solutions and reward the creativity of the player.
Yeah, thanks, I changed that for the feature list to "challenges". Btw. both of the videos represent footage from the final game. It should be possible to understand the point in both of them just by watching the presented stuff. I hope these 2 vids + the trailer will suffice to give a good taste for the game.
I have polished up the description a bit. This how it looks now:
5 data chips, containing groundbreaking scientific knowledge, have been sealed in crystals and scattered inside the mountain of Fermi Island. The notorious RoboTTech corporation has already sent numerous robots to search for those invaluable objects. Your agency now fears the abuse of this knowledge and sends you on a top secret mission to find the data chips before they fall into wrong hands.
TrapThem is a puzzle game about exploring a non-linear interconnected system of caves. Search for the data chips, outsmart the robots and avoid being caught. Face a large variety of mentally stimulating challenges. Most caves offer multiple solutions and reward the creativity of the player.
Yeah. It's just best to avoid that word when you're promoting something. I used to work at an ad agency and the director would flip out when people used the word "no" in a short text... heh.