My pleasure. I'm sure I will. Was planning to crack it open today at lunch so a friend can play it as well. I'm sure he'll end up getting it too once he sees it.
iOS App Store Preview Here's a new preview video on its way to the App Store.... Subscribe to the TouchArcade YouTube channel
Update 1.15 of Cubix Challenge is up on the store! Improves responsiveness of the cube rolling and contains minor bug fixes.
Promo Codes As a big thank you to the TA community for your support, here's 5 promo codes for you to enjoy! http://forums.toucharcade.com/showthread.php?p=3596409#post3596409
Extremely polished game. Surprisingly and deceptively difficult, even considering that game's core mechanics are familiar. Particularly true for puzzles that have linked blocks. Stuck on Maple 5 (unable to get par in 12 moves). Any general strategy for dealing with linked blocks? My current strategy is to figure out the path for one and then shoehorn the other path into it, but obviously has not worked for this level.
Thanks for the kind words! I like to think the game lulls you in to a false sense of security! Hopefully the balance of teaching you the mechanics has been good so far. Every ten levels continues to introduce a new mechanic type so just when you think you've got it figured things change. Trying not to give too much away with the linked blocks but a couple suggestions.... * Sometimes the most obvious route doesn't tend to be the shortest (from a number of rolls standpoint) * There are times you have to go back to go forwards * It helps to try to work out where the blocks need to be in the penultimate position, for example in Maple 5 there's only a few positions that the blocks can be in where the last roll can result in the both finishing on the tile I know those are very generic pointers (that you probably already know!), but let me know if you need any more help and I can PM you some more tips. Thanks again for the kind feedback!
Thinkerton, Thanks for the tip. I will bang on that puzzle a bit more before asking for more specific help. Can you explain how the par values are achieved? Are they all based on manual solves? Are any of them algorithmically checked? I am asking because I discovered something odd about a solution in Walnut 2 ( Spoiler Walnut 2 can be solved in 27 instead of 28 (par) moves) . This is the first time I had encountered such occurrence. Unsure if this is intended.
They are based on manual solves (heavily tested in beta), but a few CAN to be solved in less, this is intentional. Spoiler There is actually an achievement tied to this names 'Birdie'
Ah. I see... Can you identify those "special" levels Spoiler and the true "par" values (put a spoiler tag around them)? I am very impressed that the par values are all based on manual solves. You must have put in some serious hours into beat-testing. Wow!
Yes, beta-testing took a while! There were a lot of refinements and redesigns on along the way. When I get back from work I'll check which one's are the 'special' levels and let you know.
Surprisingly? glad you're enjoying the game! It's a slow starter, I'd love to hear feedback on the pace and if it seems to fit?
Thinkerton, Why is there no undo function? I am in Walnut world where some of the levels requires >25 steps. It is a pain to reset the level to restart each time I want to experiment with a new path but needing to redo all of the previous steps which are already "solved".
I did toy with the idea of having undos, but I had to decide what functionality and features were the most important. There aren't too many levels that require such a large number of moves and where you can't get back to where you were relatively quickly. Possibly in a future update, I will implement an undo last move function. Thank you again for your feedback!
I am glad to know that the undo function was not included because of development time and not because it was viewed as an unnecessary feature by the developer. For the undo, it is important to have "unlimited" undos, not just for a single step. At least for me, for this type of games, I often use the undo to roll back to a "key" checkpoint to retry a new path until the "next" checkpoint is reached so to solve the puzzle in piecemeal. +1 to previous posters about the cleverness of the puzzles. The ones I love the most are those than require less than a dozen steps. Such puzzles avoid using excessive steps as a clutch and instead rely on cleverness to maintain the difficulty. Must buy for any logic puzzle fans. Truly an exemplar of "best of class" for a rolling block puzzler.
Very interesting! Hmmm... Here is another "special" level to add to your list: Spoiler Walnut 5, 13 of 17 moves Is this intentional, since this would be a Spoiler "condor" or "double albatross" or "triple eagle" (as in golf) achievement? PS: Finally solved Maple 5 on par! Yikes! This one had me stumped for days!