A Day In The Woods RetroEpic Software Genres: Games Puzzle Family Entertainment $6.49 NZD Supported Devices: iPadThirdGen iPodTouchFourthGen iPhone5c iPhone-3GS iPhone6 iPhone4S iPadThirdGen4G iPhone6Plus iPhone5s iPad23G iPadMini4G iPadMini iPhone4 iPad2Wifi iPhone5 iPadFourthGen iPadFourthGen4G iPodTouchFifthGen Minimum iOS Version: iOS 6.0 Download Size: 108.6MB A Day In The Woods ************************************************************************************************ SELECTED AS WINN… Free Buy Now Watch Media Details************************************************************************************************ SELECTED AS WINNER OUT OF 400+ ENTRIES IN SPIL GAMES’ “UNSUNG HEROES” GAME DEVELOPMENT CONTEST************************************************************************************************In this brain-teasing board game puzzle for kids of all ages, you will guide Little Red Riding Hood through an enchanted forest to her grandmother’s house. Progress across the board and rearrange the tiles as you plan each move carefully and solve complex puzzles. But beware, danger is lurking around every corner...CREEPY CREATURESYou will need the help of your friends to stay out of harm’s way. Use bunnies, bees, and woodcutters to outsmart the wolves, bears, and spiders that will cross your path. Strategize and use them wisely to clear the way to granny’s house.FAIRYTALE FEATURES:● Stylish reimagining of the traditional sliding puzzle● 60+ brain-teasing levels● Avoid creepy woodland creatures● Customize your character● Collect special bonuses● Unique wood-cut art styleCan you make sure this adventure has a fairytale ending for Little Red? Information Seller: Genre:Family, Puzzle Release:Apr 02, 2015 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal touchy85 Well-Known Member Jan 21, 2015 1,616 1 38 #2 touchy85, Apr 1, 2015 Gameplay Video Subscribe to the TouchArcade YouTube channel The Son of Anarchy Well-Known Member May 14, 2012 313 0 0 #3 The Son of Anarchy, Apr 1, 2015 What a genius little idea. Always impressed when developers come up with new mechanics, just when you think it's all been done before, up pops another one. Papa Deuce Well-Known Member May 15, 2013 578 0 0 #4 Papa Deuce, Apr 1, 2015 Looks good to me. Valentia Well-Known Member Patreon Gold Jan 20, 2009 618 1 18 Female Retired! California #5 Valentia, Apr 2, 2015 Looks gorgeous! Downloading. abstractgamefreak Well-Known Member Aug 22, 2009 418 0 16 Male Musician Germany http://www.facebook.com/eskalationband #6 abstractgamefreak, Apr 2, 2015 Ok, so this will be my second download this week with Pickomino Pepelutin Well-Known Member Feb 14, 2013 308 0 0 Music teacher Belgium #7 Pepelutin, Apr 2, 2015 This one looks great! Anyone knows if it's playable for an adult? It's not too easy? mzinn Well-Known Member Jan 5, 2014 770 0 16 #8 mzinn, Apr 3, 2015 Gameplay imps? Difficulty? Puzzles fun? Thanks y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #9 y2kmp3, Apr 3, 2015 Last edited: Apr 3, 2015 I have very mixed feeling with games of this type of path finding mechanics. There is no doubt that the game's presentation looks fantastic. The question is whether gameplay is fun or tedious. It all depends whether or not the developer used an algorithm to check for optimal solutions. If this is done and the minimum is set from those checks for 3 stars, the game can get brutally difficult if you intend to complete the game perfectly. The mechanics are not dissimilar to other games that use only four-sided tiles. Here, the tiles are six-sided, increasing much the difficulty of the game. The problem of this type of path finding games is that there are no good heuristics to locate the optimal paths. Thus, the game relies heavily on trial and errors. If the levels require a lot of moves, the game can get extremely challenge but all for the wrong reasons. This is because it is possible to make a "wrong" move very early on without knowing that it may cost you much later in move counts. Troubleshooting your path to reduce the move counts can be a very daunting (but not fun) challenge. This is a game that definitely needs some gameplay footage of the later puzzles to see if this is just another tedious trial-and-error path finding title. Reydn Well-Known Member May 8, 2012 137 0 16 #10 Reydn, Apr 3, 2015 Anyone have impressions to share? gaymerX Well-Known Member Dec 30, 2014 280 0 16 #11 gaymerX, Apr 4, 2015 I played it for a while but it got boring pretty quickly for me. Getting a perfect score on each stage gets increasingly tedious thanks to the trial and error rut that you eventually fall into. It's an interesting gameplay concept that needs a bit more thought. Not sure how I would improve on it, but it just feels a bit on the shallow side. 3/5 mzinn Well-Known Member Jan 5, 2014 770 0 16 #12 mzinn, Apr 4, 2015 Last edited: Apr 4, 2015 Sound issues here. Game starts with no sound. Go to settings & sound kicks in. IPad Air 2 with up to date ios. I'm not far enough along to give any imps yet. I'm enjoying it but wonder if eventually the repetitiveness will wear on me. It may not. Who knows what lurks ahead for me in the woods? Let's at least hope there are enough new elements added to keep the player guessing & wanting more. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #13 y2kmp3, Apr 4, 2015 Last edited: Apr 4, 2015 According to the info posted by the developer on its website, this is a remake of a game of the same name previously released in 2011 on the PC. Supposedly, there have been significant tweaks to the puzzles in this remake to smooth out the difficulty. Judging from the trailer on the developer's website, there appears to be a lot of additional mechanics that will be introduced later in the game. A gameplay video shows that you can even move a tile with a "bait" to distract an enemy while you sneak by. Though this is not strictly stealth, it is very interesting that the game blends mechanics from different genres to add to the traditional tide sliding mechanics. Also, gorgeous graphics with near photo-realistic woodcrafting textures for the character models. As gaymerX rightly pointed out, the game requires trial and error to find the optimal solution paths. This is true for all "traditional" games based on tide sliding mechanics, so it may not be a fault strictly specific to this title. The question is whether or not the developer overly relies on needlessly tedious and long levels that otherwise have no "cleverness" in them. Often, the best tile sliding puzzles are those that have a very restricted game board space but yet somehow you are able to move your token pieces to the correct and seemingly impossible positions. RetroEpic New Member Apr 5, 2015 2 0 0 #14 RetroEpic, Apr 5, 2015 Hi there! Posting on behalf of the RetroEpic team and I hope I'll be able to address all of the questions mentioned here. Firstly, thanks to everyone who has bought the game And thanks for all the compliments on the artwork. We really have worked hard to make it a beautiful game. @Pepelutin - This title is designed for both adults and children. Children can enjoy many of the levels but adults can challenge themselves trying to reach "par" (the optimal number of moves) on each level. I'll admit that on many levels I still cannot beat par! @y2kmp3 We actually do not have an algorithm for solving the puzzles and we've figured out lowest par through lots and lots of trail and error. We were also incredibly concerned about avoiding any overly repetitive levels or "grinding" in order to solve a level. Hopefully we've done well here, but feedback is most certainly welcome Our trailer does show some of the later levels but we will definitely look at uploading more gameplay videos soon. @gaymerX I'm curious as to how far you have gotten where you have been able to beat par consistently? We obviously needed to build in a tutorial phase to teach users about the different mechanics but if you got bored during these levels we would like to know exactly where @mzinn Thanks for letting us know about the sound issues. Our technical lead is on that as we speak. @y2kmp3 Thanks for the compliments Yes, we have actually redesigned whole levels in updating from the 2011 version. We noticed that some levels were boring, some levels had only one solution or that the interesting levels appeared all at a clump towards the end of the game. We've made a lot of changes that we hope improve the game overall - but let us know what you think nemerleb Well-Known Member Jan 19, 2013 544 0 0 #15 nemerleb, Apr 5, 2015 I completely agree with you. As much as we like to think otherwise, humans are not robots and machines. I think devs should leave a margin of error to achieve three stars. If the computer can "solve" a puzzle in 70 moves, then the dev should set three stars for solving it in 80 or 90 moves. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #16 y2kmp3, Apr 6, 2015 Last edited: Apr 6, 2015 RetroEpic, It is always great to have the developer dropping by. I appreciate you answering some of my questions. More gameplay videos will definitively help. Additionally, can you give more details in the differences between the PC version that was released years ago and the current release on the iOS? Do they have the "same" puzzles? I read on your site that some levels had been "tweaked". What does this mean? Does it mean that the puzzles (and therefore the solutions) have been changed? Why? Both versions, as far as I can tell, have 60 levels. It is MOST UNUSUAL for a previously released game to be ported to a different platform and then to have the puzzles fundamentally changed. Why not make a new sequel instead with brand new puzzles? RetroEpic New Member Apr 5, 2015 2 0 0 #17 RetroEpic, Apr 10, 2015 @nemerleb - As I mentioned above, we actually manually solve the puzzles ourselves to get to the par value. We made sure that players did not need to get 3 stars on a level to be able to unlock the next level so that only players who wished to try and get/beat par needed to worry about the 3 stars. You might also appreciate a few tweaks we have made to the game which will come out with our next update - to be released shortly @y2kmp3 - Yes, some puzzles and therefore their solutions have been changed. The reason we did this is because we re-assessed those levels and found we could improve them. Rather than simply adding on more levels, we felt it imperative to present 60 levels that were balanced and not "grindy" in any sense. Otherwise, the game is a lot like its PC predecessor. We updated the art, music and the text on the sign posts in the game. We've rearranged the order of levels so that the interest curve is better for players. The reason that we made these changes now, and not in 2011, is that we were still new to game development back then. That was the first commercial title we ever released and we have learnt a huge amount since. New knowledge makes for a better game, we think, and it also didn't seem right just putting out the same version we put out in 2011 without improvements where we saw we could make them. If you want to read a little more on some of our decisions, you can read the blog post our level designer did recently: http://www.retroepic.com/level-design-is-difficult/ (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
What a genius little idea. Always impressed when developers come up with new mechanics, just when you think it's all been done before, up pops another one.
I have very mixed feeling with games of this type of path finding mechanics. There is no doubt that the game's presentation looks fantastic. The question is whether gameplay is fun or tedious. It all depends whether or not the developer used an algorithm to check for optimal solutions. If this is done and the minimum is set from those checks for 3 stars, the game can get brutally difficult if you intend to complete the game perfectly. The mechanics are not dissimilar to other games that use only four-sided tiles. Here, the tiles are six-sided, increasing much the difficulty of the game. The problem of this type of path finding games is that there are no good heuristics to locate the optimal paths. Thus, the game relies heavily on trial and errors. If the levels require a lot of moves, the game can get extremely challenge but all for the wrong reasons. This is because it is possible to make a "wrong" move very early on without knowing that it may cost you much later in move counts. Troubleshooting your path to reduce the move counts can be a very daunting (but not fun) challenge. This is a game that definitely needs some gameplay footage of the later puzzles to see if this is just another tedious trial-and-error path finding title.
I played it for a while but it got boring pretty quickly for me. Getting a perfect score on each stage gets increasingly tedious thanks to the trial and error rut that you eventually fall into. It's an interesting gameplay concept that needs a bit more thought. Not sure how I would improve on it, but it just feels a bit on the shallow side. 3/5
Sound issues here. Game starts with no sound. Go to settings & sound kicks in. IPad Air 2 with up to date ios. I'm not far enough along to give any imps yet. I'm enjoying it but wonder if eventually the repetitiveness will wear on me. It may not. Who knows what lurks ahead for me in the woods? Let's at least hope there are enough new elements added to keep the player guessing & wanting more.
According to the info posted by the developer on its website, this is a remake of a game of the same name previously released in 2011 on the PC. Supposedly, there have been significant tweaks to the puzzles in this remake to smooth out the difficulty. Judging from the trailer on the developer's website, there appears to be a lot of additional mechanics that will be introduced later in the game. A gameplay video shows that you can even move a tile with a "bait" to distract an enemy while you sneak by. Though this is not strictly stealth, it is very interesting that the game blends mechanics from different genres to add to the traditional tide sliding mechanics. Also, gorgeous graphics with near photo-realistic woodcrafting textures for the character models. As gaymerX rightly pointed out, the game requires trial and error to find the optimal solution paths. This is true for all "traditional" games based on tide sliding mechanics, so it may not be a fault strictly specific to this title. The question is whether or not the developer overly relies on needlessly tedious and long levels that otherwise have no "cleverness" in them. Often, the best tile sliding puzzles are those that have a very restricted game board space but yet somehow you are able to move your token pieces to the correct and seemingly impossible positions.
Hi there! Posting on behalf of the RetroEpic team and I hope I'll be able to address all of the questions mentioned here. Firstly, thanks to everyone who has bought the game And thanks for all the compliments on the artwork. We really have worked hard to make it a beautiful game. @Pepelutin - This title is designed for both adults and children. Children can enjoy many of the levels but adults can challenge themselves trying to reach "par" (the optimal number of moves) on each level. I'll admit that on many levels I still cannot beat par! @y2kmp3 We actually do not have an algorithm for solving the puzzles and we've figured out lowest par through lots and lots of trail and error. We were also incredibly concerned about avoiding any overly repetitive levels or "grinding" in order to solve a level. Hopefully we've done well here, but feedback is most certainly welcome Our trailer does show some of the later levels but we will definitely look at uploading more gameplay videos soon. @gaymerX I'm curious as to how far you have gotten where you have been able to beat par consistently? We obviously needed to build in a tutorial phase to teach users about the different mechanics but if you got bored during these levels we would like to know exactly where @mzinn Thanks for letting us know about the sound issues. Our technical lead is on that as we speak. @y2kmp3 Thanks for the compliments Yes, we have actually redesigned whole levels in updating from the 2011 version. We noticed that some levels were boring, some levels had only one solution or that the interesting levels appeared all at a clump towards the end of the game. We've made a lot of changes that we hope improve the game overall - but let us know what you think
I completely agree with you. As much as we like to think otherwise, humans are not robots and machines. I think devs should leave a margin of error to achieve three stars. If the computer can "solve" a puzzle in 70 moves, then the dev should set three stars for solving it in 80 or 90 moves.
RetroEpic, It is always great to have the developer dropping by. I appreciate you answering some of my questions. More gameplay videos will definitively help. Additionally, can you give more details in the differences between the PC version that was released years ago and the current release on the iOS? Do they have the "same" puzzles? I read on your site that some levels had been "tweaked". What does this mean? Does it mean that the puzzles (and therefore the solutions) have been changed? Why? Both versions, as far as I can tell, have 60 levels. It is MOST UNUSUAL for a previously released game to be ported to a different platform and then to have the puzzles fundamentally changed. Why not make a new sequel instead with brand new puzzles?
@nemerleb - As I mentioned above, we actually manually solve the puzzles ourselves to get to the par value. We made sure that players did not need to get 3 stars on a level to be able to unlock the next level so that only players who wished to try and get/beat par needed to worry about the 3 stars. You might also appreciate a few tweaks we have made to the game which will come out with our next update - to be released shortly @y2kmp3 - Yes, some puzzles and therefore their solutions have been changed. The reason we did this is because we re-assessed those levels and found we could improve them. Rather than simply adding on more levels, we felt it imperative to present 60 levels that were balanced and not "grindy" in any sense. Otherwise, the game is a lot like its PC predecessor. We updated the art, music and the text on the sign posts in the game. We've rearranged the order of levels so that the interest curve is better for players. The reason that we made these changes now, and not in 2011, is that we were still new to game development back then. That was the first commercial title we ever released and we have learnt a huge amount since. New knowledge makes for a better game, we think, and it also didn't seem right just putting out the same version we put out in 2011 without improvements where we saw we could make them. If you want to read a little more on some of our decisions, you can read the blog post our level designer did recently: http://www.retroepic.com/level-design-is-difficult/