cmplt Philipp Stollenmayer Can you g_ess what’s missing? C_mpl_t_. · · · 125 handcrafted pixel puzzles. Free Buy Now Watch Media DetailsCan you g_ess what’s missing? C_mpl_t_. · · · 125 handcrafted pixel puzzles. Information Seller:Philipp Stollenmayer Genre:Puzzle, Trivia Release:Oct 10, 2017 Updated:Feb 23, 2021 Version:1.23 Size:86.5 MB TouchArcade Rating:Unrated User Rating: (1) Your Rating:unrated Compatibility:HD Universal Subscribe to the TouchArcade YouTube channel Andy C83 Well-Known Member Oct 20, 2010 3,630 25 48 Over the Rainbow #2 Andy C83, Oct 12, 2017 I haven't had time to play this yet, but as it's from Kamibox (the fellow that gave us Sometimes You Die, ZipZap and Cyro as well as others) it's bound to be worth a download. ROGER-NL Well-Known Member May 21, 2012 4,030 340 83 Male Gamer. THE NETHERLANDS #3 ROGER-NL, Oct 12, 2017 Had to try this game as it is from Kamibox, his best game is still Cyro, hope he makes a sequel of this gem, this game is very different but fun it is. Really loved those colors he used in Cyro, as a color fanatic those were very atractive. DaveMApplegate Well-Known Member Oct 28, 2016 104 5 18 Orange County, California #4 DaveMApplegate, Oct 13, 2017 It's a lot of fun. Same look and feel as the rest of his stuff and it doesn't feel like it will tire as quickly. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #5 y2kmp3, Oct 13, 2017 Anyone know what the IAP is for this game? kamibox Well-Known Member Jul 19, 2013 73 1 8 #6 kamibox, Oct 13, 2017 Thanks all! It is removing the ads, I had to disable it temporarily as some people had problems with it, but it has been fixed now. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #7 y2kmp3, Oct 13, 2017 Last edited: Oct 13, 2017 This is quite a clever game concept. I have one reservation, however. My reservation is the specificity (or lack of) of these shapes. Since the solution relies on the player recognizing NOT ONLY the object in question BUT ALSO the parts that are missing, how specific are the solutions? For example, I can easily imagine a situation in which some "trivial" detail of a particular object is somehow deemed necessary for the solution of the puzzle. Likewise, I can easily imagine that the solution has a specific object in mind but that another object which is equally valid otherwise can be formed. How do how address this issue? Perhaps there should be an indicator of how many tiles are needed to complete the solution. This will give the player some idea of how much detail is currently missing. The proverb "we see what we want to see" aptly describes both the strength and potential weakness of this game. Duke12 Well-Known Member Oct 25, 2013 1,021 43 48 #8 Duke12, Oct 13, 2017 Updated and still cant see it kamibox Well-Known Member Jul 19, 2013 73 1 8 #9 kamibox, Oct 13, 2017 Very good point, there are things that have more than one potential shape, for example the tail of a cat. I am trying to use objects that have a clear shape, for example, when I use a cat, I hide the ear, and every cat should have their ear at the same place, hopefully. Or I use symmetry, or any other way to prevent wild guessing. The point should be recognizing the objects, not guessing how I interpret it. I have tested this one more than my other games, to make sure the solutions arent my own way of looking at the object. That is strange, it should be in the pause menu. I have to make a few tests with other phones then, maybe it takes a while to process depending on the country. orangecan Well-Known Member Aug 9, 2011 2,000 150 63 #10 orangecan, Oct 13, 2017 I'm kind of liking this but I'm not sure yet. I love the style it looks good and feels good - and I like the price model, but my only reluctance is that so far I either get it immediately, (and I do think when you know what things are they're well represented and it's recognisable what's missing) or I just can't see it at all and either randomly press stuff until it clicks or I use a hint. Also I'm slightly confused by the hints system - it seemed to tell me two different solutions on two goes. I basically got stuck on a slice of pizza and couldn't for the life of me see it, and kept having to use hints because I just couldn't work out what they were telling me. I do accept this may be down to my stupidity though. I'm persevering though, I really like the art style and want to love the game too. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #11 y2kmp3, Oct 13, 2017 Last edited: Oct 14, 2017 Hi, Kamibox, I have now tried a few levels and am quite impressed by the overall concept. The visual asethetic is also very pleasing. Here are some points to consider: 1. I still think it is a good idea to give the player some sense of how many tiles are needed to be filled to complete each level. This gives the player an idea on the complexity of the puzzle and the amount of details currently "missing" in the object. For example, there is a level in which I "overfill" in order to maintain some pattern or symmetry only to find out later that only one new tile needs to be placed. Elsewhere, the solution for another level requires filling two rows of tiles to add a detail to an object which can easily exist without. Again, "we see what we want to see" rings true here and is a type of confirmation bias. 2. Is there a level selector? Right now, it gives you three other puzzles to choose from if you are stuck on the current puzzle. However, this also means you can be perpetually stuck if you are unable to solve the others. Are the order of these puzzles being presented randomized? 3. Can you put the hint button in the corner so to minimize the chance that it might be hit by accident? The ever changing position of the hint button and the menu button is somewhat distracting. Congrats on a very unique puzzle concept that is otherwise well executed and very engaging. ROGER-NL Well-Known Member May 21, 2012 4,030 340 83 Male Gamer. THE NETHERLANDS #12 ROGER-NL, Oct 13, 2017 Just stumpled on a grey animal, first I thought it was a rhino so I placed a dot on his nose but it wasnt a Rhino, it was something else not telling but I got it and that puzzle was where I started to like it, first I thought mhhhhhm what is this for a game but as y2kmp3 says its a fun concept. kamibox Well-Known Member Jul 19, 2013 73 1 8 #13 kamibox, Oct 14, 2017 Thank you for your input, it is very much appreciated! For the next update, I will address those issues. 1. Can you tell me which puzzle you mean? 2. The puzzles are shown in increasing difficulty, and the 3 puzzles that you can choose from are the 3 first unsolved ones from the list. 3. This is also to tell the player which areas are not important for the puzzle. The pixels around the icons are never part of the solution (Although they are choosable, to avoid confusion). y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #14 y2kmp3, Oct 15, 2017 Last edited: Oct 15, 2017 Hi, Kamibox, I have now done about 110 puzzles without using any hints (so far). A surprisingly challenging game but also very rewarding. In general, either you get it within the first few seconds because you instantly recognize the shape or you are left in bewilderment by what you are supposed to see. Still, my experience with the game thus far confirms my prior impression that many levels are open to a lot of interpretation, particularly about certain details which the game deems to be necessary but which are actually not very specific. This lack of specificity may sometimes place unfair requirement on the player to "guess" what the game "wants", even if another solution is otherwise equally valid. It is difficult to openly explain this without spoiling the game's puzzles, so I am going to black out most of the following comments using the spoiler tag. Here are just a few examples of what I mean: Puzzle #49: Spoiler The architecture details of the Eiffel Tower requested by the game are rather arbitrary. There are numerous other placements of the grey tiles that would make for equally valid solutions. Puzzle #52: Spoiler Many other shapes of water jet from the whale blow are equally valid so that the shape chosen by the game is entirely arbitrary. Puzzle #71: Spoiler The tip of the banana can be drawn out in many ways. The shape chosen by the game is not the most obvious choice, despite its simplicity. Puzzle #91: Spoiler I was misled for a long time because I focused on the handle bar and seat which obviously look incomplete. Puzzle #93: Spoiler It looks nothing like a chicken wing. Do you mean a chicken drumstick? Puzzle #107: Spoiler The missing stroke pattern feels rather arbitrary. Many other stroke patterns are workable to complete the letter "a". Puzzle #110: Spoiler The giraffe's head can be drawn out in many ways. The shape chosen by the game does not even look right. Please note that I am not pointing this out as a criticism of the game. Rather, it simply illustrates the unique challenge of using pictogram or ideogram as a game mechanic when some details of the pictogram may actually not be as defining as they may first appear. This, in turn, leads to multiple possible interpretations of what the correct shape is "supposed to be" and hence the lack of specificity in the solutions for many levels. A possible solution to the above problem is to provide a limit to the number of tiles that can be used to complete each puzzle. By explicitly telling the player ahead the number of missing tiles, it effectively eliminates any potential solutions that use excessive numbers of tiles. It also gives the player some sense of the complexity of the puzzles. For example, if I see that only 2 tiles are needed to complete a puzzle, then I know that the detail which the game seeks is very small. I will confine my search accordingly and will not waste time filling in large areas with tiles. It is a fine line to walk. The mere fact that this game succeeds in doing so for so many levels is quite an achievement. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #15 y2kmp3, Oct 16, 2017 Last edited: Oct 16, 2017 Kamibox, I am disappointed to have to tell you that the last batch of levels really soured my taste of this game. Many of the pictograms are plainly non-descript and unfair. While it is possible that I am somehow completely blinded to the intended solutions, I want to post here screenshots (without solutions) to two levels that illustrate this: I love to hear an explanation (without spoilers if possible) of how you think there are enough clues in these pictograms to decipher the proper solutions, especially in the lower pictogram when even the filling tile color is the same as the rest. I have yet to use any hints, but these levels are close to pushing me over the edge. kamibox Well-Known Member Jul 19, 2013 73 1 8 #16 kamibox, Oct 16, 2017 Spoiler Sorry that these puzzles seem unfair to you. Most of my testers are Germans, so they had no problem recognizing the first one. The second one is hard, I admit. For the next update, I will consider everything you mentioned. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #17 y2kmp3, Oct 16, 2017 Thanks for your consideration, kamibox. In this case, I will revisit the game to retry the remaining puzzles once the new update is rolled out. kamibox Well-Known Member Jul 19, 2013 73 1 8 #18 kamibox, Oct 22, 2017 The new update has been submitted and will be released in a short time. A new feature will be introduced that shows how close you are to the solution (optional). Also, the time between interstitial ads has been widened. y2kmp3 Well-Known Member Jun 25, 2010 1,784 3 38 #19 y2kmp3, Nov 6, 2017 Kamibox, I like this How-Close-o-Mat meter a lot. It gives the player some guidance without the outright solution reveals if the hint function is used. I have now finished the entire game. Level 120 is one that I would not get without the How-Close-o-Mat, simply it requires cultural context that many players may not have. Overall, I enjoyed the game very much. As I said before, the core game mechanic and concept are very clever. It is a real challenge to pick to an object, person, place with a recognizable silhouette and then determine its essential features so to create a puzzle from it. While I still believe some of the choices made are rather arbitrary (i.e., they are either not essential or their portrayals are too arbitrary in location or form), the puzzles are very satisfying to solve if such balance can be achieved. (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
I haven't had time to play this yet, but as it's from Kamibox (the fellow that gave us Sometimes You Die, ZipZap and Cyro as well as others) it's bound to be worth a download.
Had to try this game as it is from Kamibox, his best game is still Cyro, hope he makes a sequel of this gem, this game is very different but fun it is. Really loved those colors he used in Cyro, as a color fanatic those were very atractive.
It's a lot of fun. Same look and feel as the rest of his stuff and it doesn't feel like it will tire as quickly.
Thanks all! It is removing the ads, I had to disable it temporarily as some people had problems with it, but it has been fixed now.
This is quite a clever game concept. I have one reservation, however. My reservation is the specificity (or lack of) of these shapes. Since the solution relies on the player recognizing NOT ONLY the object in question BUT ALSO the parts that are missing, how specific are the solutions? For example, I can easily imagine a situation in which some "trivial" detail of a particular object is somehow deemed necessary for the solution of the puzzle. Likewise, I can easily imagine that the solution has a specific object in mind but that another object which is equally valid otherwise can be formed. How do how address this issue? Perhaps there should be an indicator of how many tiles are needed to complete the solution. This will give the player some idea of how much detail is currently missing. The proverb "we see what we want to see" aptly describes both the strength and potential weakness of this game.
Very good point, there are things that have more than one potential shape, for example the tail of a cat. I am trying to use objects that have a clear shape, for example, when I use a cat, I hide the ear, and every cat should have their ear at the same place, hopefully. Or I use symmetry, or any other way to prevent wild guessing. The point should be recognizing the objects, not guessing how I interpret it. I have tested this one more than my other games, to make sure the solutions arent my own way of looking at the object. That is strange, it should be in the pause menu. I have to make a few tests with other phones then, maybe it takes a while to process depending on the country.
I'm kind of liking this but I'm not sure yet. I love the style it looks good and feels good - and I like the price model, but my only reluctance is that so far I either get it immediately, (and I do think when you know what things are they're well represented and it's recognisable what's missing) or I just can't see it at all and either randomly press stuff until it clicks or I use a hint. Also I'm slightly confused by the hints system - it seemed to tell me two different solutions on two goes. I basically got stuck on a slice of pizza and couldn't for the life of me see it, and kept having to use hints because I just couldn't work out what they were telling me. I do accept this may be down to my stupidity though. I'm persevering though, I really like the art style and want to love the game too.
Hi, Kamibox, I have now tried a few levels and am quite impressed by the overall concept. The visual asethetic is also very pleasing. Here are some points to consider: 1. I still think it is a good idea to give the player some sense of how many tiles are needed to be filled to complete each level. This gives the player an idea on the complexity of the puzzle and the amount of details currently "missing" in the object. For example, there is a level in which I "overfill" in order to maintain some pattern or symmetry only to find out later that only one new tile needs to be placed. Elsewhere, the solution for another level requires filling two rows of tiles to add a detail to an object which can easily exist without. Again, "we see what we want to see" rings true here and is a type of confirmation bias. 2. Is there a level selector? Right now, it gives you three other puzzles to choose from if you are stuck on the current puzzle. However, this also means you can be perpetually stuck if you are unable to solve the others. Are the order of these puzzles being presented randomized? 3. Can you put the hint button in the corner so to minimize the chance that it might be hit by accident? The ever changing position of the hint button and the menu button is somewhat distracting. Congrats on a very unique puzzle concept that is otherwise well executed and very engaging.
Just stumpled on a grey animal, first I thought it was a rhino so I placed a dot on his nose but it wasnt a Rhino, it was something else not telling but I got it and that puzzle was where I started to like it, first I thought mhhhhhm what is this for a game but as y2kmp3 says its a fun concept.
Thank you for your input, it is very much appreciated! For the next update, I will address those issues. 1. Can you tell me which puzzle you mean? 2. The puzzles are shown in increasing difficulty, and the 3 puzzles that you can choose from are the 3 first unsolved ones from the list. 3. This is also to tell the player which areas are not important for the puzzle. The pixels around the icons are never part of the solution (Although they are choosable, to avoid confusion).
Hi, Kamibox, I have now done about 110 puzzles without using any hints (so far). A surprisingly challenging game but also very rewarding. In general, either you get it within the first few seconds because you instantly recognize the shape or you are left in bewilderment by what you are supposed to see. Still, my experience with the game thus far confirms my prior impression that many levels are open to a lot of interpretation, particularly about certain details which the game deems to be necessary but which are actually not very specific. This lack of specificity may sometimes place unfair requirement on the player to "guess" what the game "wants", even if another solution is otherwise equally valid. It is difficult to openly explain this without spoiling the game's puzzles, so I am going to black out most of the following comments using the spoiler tag. Here are just a few examples of what I mean: Puzzle #49: Spoiler The architecture details of the Eiffel Tower requested by the game are rather arbitrary. There are numerous other placements of the grey tiles that would make for equally valid solutions. Puzzle #52: Spoiler Many other shapes of water jet from the whale blow are equally valid so that the shape chosen by the game is entirely arbitrary. Puzzle #71: Spoiler The tip of the banana can be drawn out in many ways. The shape chosen by the game is not the most obvious choice, despite its simplicity. Puzzle #91: Spoiler I was misled for a long time because I focused on the handle bar and seat which obviously look incomplete. Puzzle #93: Spoiler It looks nothing like a chicken wing. Do you mean a chicken drumstick? Puzzle #107: Spoiler The missing stroke pattern feels rather arbitrary. Many other stroke patterns are workable to complete the letter "a". Puzzle #110: Spoiler The giraffe's head can be drawn out in many ways. The shape chosen by the game does not even look right. Please note that I am not pointing this out as a criticism of the game. Rather, it simply illustrates the unique challenge of using pictogram or ideogram as a game mechanic when some details of the pictogram may actually not be as defining as they may first appear. This, in turn, leads to multiple possible interpretations of what the correct shape is "supposed to be" and hence the lack of specificity in the solutions for many levels. A possible solution to the above problem is to provide a limit to the number of tiles that can be used to complete each puzzle. By explicitly telling the player ahead the number of missing tiles, it effectively eliminates any potential solutions that use excessive numbers of tiles. It also gives the player some sense of the complexity of the puzzles. For example, if I see that only 2 tiles are needed to complete a puzzle, then I know that the detail which the game seeks is very small. I will confine my search accordingly and will not waste time filling in large areas with tiles. It is a fine line to walk. The mere fact that this game succeeds in doing so for so many levels is quite an achievement.
Kamibox, I am disappointed to have to tell you that the last batch of levels really soured my taste of this game. Many of the pictograms are plainly non-descript and unfair. While it is possible that I am somehow completely blinded to the intended solutions, I want to post here screenshots (without solutions) to two levels that illustrate this: I love to hear an explanation (without spoilers if possible) of how you think there are enough clues in these pictograms to decipher the proper solutions, especially in the lower pictogram when even the filling tile color is the same as the rest. I have yet to use any hints, but these levels are close to pushing me over the edge.
Spoiler Sorry that these puzzles seem unfair to you. Most of my testers are Germans, so they had no problem recognizing the first one. The second one is hard, I admit. For the next update, I will consider everything you mentioned.
Thanks for your consideration, kamibox. In this case, I will revisit the game to retry the remaining puzzles once the new update is rolled out.
The new update has been submitted and will be released in a short time. A new feature will be introduced that shows how close you are to the solution (optional). Also, the time between interstitial ads has been widened.
Kamibox, I like this How-Close-o-Mat meter a lot. It gives the player some guidance without the outright solution reveals if the hint function is used. I have now finished the entire game. Level 120 is one that I would not get without the How-Close-o-Mat, simply it requires cultural context that many players may not have. Overall, I enjoyed the game very much. As I said before, the core game mechanic and concept are very clever. It is a real challenge to pick to an object, person, place with a recognizable silhouette and then determine its essential features so to create a puzzle from it. While I still believe some of the choices made are rather arbitrary (i.e., they are either not essential or their portrayals are too arbitrary in location or form), the puzzles are very satisfying to solve if such balance can be achieved.