Universal LYNE (by Thomas Bowker)

Discussion in 'iPhone and iPad Games' started by TouchArcade Bot, Jan 2, 2014.

  1. ColeDaddy

    ColeDaddy Silver Supporter<br>Moderator
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    Mar 20, 2010
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    This game is just amazing. From the audio, graphics and it's minimalistic but engrossing atmosphere, this one's a keeper.
     
  2. ThomasBowker

    ThomasBowker Member

    Mar 14, 2013
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    Creator here!

    Hey guys creator here. I just recently fixed my google alerts which linked me to this thread.

    So glad to see you all enjoying the game!

    It was a pretty crazy launch, I threw it up on the app store as soon as it was approved and quickly got all the other platforms sorted out soon after.

    The past few days I've been doing the whole press thing, submitting codes to all the more popular app reporting sites, hope to get something on the front page of this site soon.

    Let me know if you have any questions/anything - [email protected]

    Thanks guys!
     
  3. y2kmp3

    y2kmp3 Well-Known Member

    Jun 25, 2010
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    #23 y2kmp3, Jan 19, 2014
    Last edited: Jan 19, 2014
    Does anyone know of any general strategies to systemically solve these type of puzzles, aside from the obvious ones such as counting the number of odd and even paths out of each node so that you know you won't get stuck on a node with no way out? Another one is if a shape is entirely bordered by other shapes, you will take priority of that shape when drawing your first path.

    It is interesting that some commonly used strategies may not always work. For example, in a node with multiple times you need to cross. It is NOT always true that you need to create a path of a DIFFERENT shape for each. It is possible to have a solution in which such nodes are ONLY crossed by paths created by the SAME shape.

    Also, many levels obviously can be solved in multiple ways. Can these multiple solutions be grouped together in certain ways because of some common properties?

    Lastly, from a design perspective, how are levels that are human created different from those that are procedurally generated? As long as the algorithm is reasonable, I don't see how you can tell a difference in the "quality" of the puzzle. In fact, I would argue that procedurally generated ones may even be more intricate (if algorithm is good) than human curated ones?
     
  4. ThomasBowker

    ThomasBowker Member

    Mar 14, 2013
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    #24 ThomasBowker, Jan 22, 2014
    Last edited: Jan 22, 2014
    Hey y2kmp3.

    There are indeed strategies you learn as you play, though I've never actually thought them through and put them into words!

    The main differences I found with human created vs computer generated levels is a human level can play off such things as familiar patterns. Level A-12 is a good example of this I think, there are others. i.e Bonus points if the player feels the solution is a cool pattern they created/discovered!

    And human levels are basically required to simplify the levels for tutorial sections and gives you much more control over the user experience so I can add things like text that plays off what the player is experiencing/learning about the game at that time.

    If your curious, around half of the levels in set A and B are human created the other half being hand picked from generated levels. The first and last level in level set C are human created. Every other set is generated. I was running out of time! I haven't even played all the levels myself!
     
  5. y2kmp3

    y2kmp3 Well-Known Member

    Jun 25, 2010
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    These are very curious statements for a developer to make. How do you mean you are running out of time? I am even more surprised by the fact that you, as the game's creator, has not completed the game itself. ;)

     
  6. ThomasBowker

    ThomasBowker Member

    Mar 14, 2013
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    I was starting work early this year so had to finish this off and get it released before then. Everything has a deadline.
     
  7. y2kmp3

    y2kmp3 Well-Known Member

    Jun 25, 2010
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    #27 y2kmp3, Jan 23, 2014
    Last edited: Jan 23, 2014
    I finally completed the game (v1.0.4 up to Set N). Obviously, this applies only to the main campaign and not the endless daily mode.

    Here is my overall impression of the game.

    I agree that this is a very polished looking and minimalistic casual puzzle game. The mechanic is easy to grasp, and the puzzles are never too taxing to cause undue frustration. It is the type of game that you pick up and go and play a few levels while waiting for a bus or something when you need some distraction for a few moments.

    I think other players will agree with me in saying that it is a surprise to learn that only a minority of the puzzles in the game are human curated and that most of the levels are procedurally generated. To this end, it is worth noting that I am unable to tell convincingly which puzzle is human created and which puzzle is generated by algorithm. Perhaps, this speaks to how well the developer has created the algorithm to generate the puzzles. Additionally, I like that many levels can be solved in multiple ways, though I do not know if one solution is preferred over another. Perhaps the developer can chime in on this?

    Notwithstanding all of these positive attributes, there is a major negative caveat with this game. As the developer admitted, most of the puzzles are generated by an algorithm. This has a negative consequence in that there is little to no variety to the puzzles or new progression in mechanics. I played the game to the end in part because I want to see if the game would introduce new mechanics to add variety to the puzzles in the later levels. It never did. In fact, you can interchange many of the later sets and will not notice any difference. It is a missed opportunity, as I can imagine that the game can be made much more interesting if more effort is put into adding some other abilities to string up the paths. One possible example is to add directionality, in that some path can only go in one direction. This, obviously, requires the added condition that there is a head and a tail for a path.

    In all, I think the game is best suited for casual puzzle fans who are not looking for taxing puzzles and do not mind the somewhat derivative nature of the puzzles.


     
  8. ThomasBowker

    ThomasBowker Member

    Mar 14, 2013
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    Thanks for your review y2kmp3!
     
  9. Missed this game before, but looks like it is getting good comments, is it more of a puzzler or match 3? I don't care too much for match 3 games.
     
  10. Bronxsta

    Bronxsta Well-Known Member

    9 out of 10/Gold from Pocket Gamer
    http://www.pocketgamer.co.uk/r/iPad/LYNE/review.asp?c=56810

     
  11. mr_bez

    mr_bez Well-Known Member

    Dec 20, 2012
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    Has anyone else unlocked the ??? Reward yet?

    I've seen the extra screen it unlocks but I've no idea what the point of it is. Curious if there's anything more to it than
    some sort of progress indicator.
     
  12. TrencH

    TrencH Well-Known Member
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    Mar 29, 2013
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    Got the same thing today after getting far enough through the alphabet. Have no idea..
     
  13. This is a very cool game. Really like the cool graphics and the unique puzzle aspects. Highly recommended!
     
  14. cowtruck123

    cowtruck123 Well-Known Member

    Oct 13, 2012
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    Downloaded and love this game, but the color scheme gets old after a lot of playing. Could you consider adding color themes as a customizable option?
     
  15. TrencH

    TrencH Well-Known Member
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    Mar 29, 2013
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    There are color palates you can unlock. The little white squares you earn by completing puzzle packs will give you from 1-5 depending on the puzzle pack difficulty. I believe there are up to eight of them. Access them at beginning of game.
     
  16. ThomasBowker

    ThomasBowker Member

    Mar 14, 2013
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    ^ Correct.

    In version 1.0.6 theres a little more text explaining the colour palettes and daily levels once you unlock them, but I could have done more to call attention to them.
     
  17. matteda

    matteda Member

    Sep 14, 2013
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  18. TrencH

    TrencH Well-Known Member
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    Mar 29, 2013
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    This game needs more exposure. I still enjoy doing daily puzzles (although Friday puzzles can be rough sometimes) Even if puzzles are easy it is just so fun trying to whip through them and watch your own fingers zig-zag swipe and circle around while solving them.

    Like I mentioned earlier...you won't be doing it with the 5 diamond puzzles.
     
  19. GamerBob3

    GamerBob3 New Member

    Mar 18, 2014
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    What is the diamond screen showing?

    On the iPad, the home screen shows a diamond icon at the bottom. Clicking that shows
    a list of codes, each associated with a pattern
    . I've solved 162/999 puzzles (all the letters, and lots of dailes). I have three questions:
    1.
    I understand that the codes are the names of the triangles I've been awarded. Why are the triangles named? Does this have anything to do with how the puzzle sets are generated?
    2.
    All codes but one start with A. The exception (so far) is Z819. What does the Z indicate?
    3.
    The patterns to the right change with each code. What are those patterns telling me?

    Thanks!
     
  20. TrencH

    TrencH Well-Known Member
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    Mar 29, 2013
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    I think those are good questions. I used to think that your number 3 was solutions. Now I am not sure. I don't remember my total puzzle solutions but it is close to 300. I missed most of this week though so i am behind a few days. Had to take a few days off but I do enjoy these puzzles. I think the front end and menus are clean and pretty well laid out. Puzzles range in difficulty and do not deviate much but it is still a great puzzle game (and I play plenty)

    I really hope that this game spreads out to more people and I eagerly look forward to playing anything else from the same guy who made this game. I have enjoyed and continue to enjoy this game.
     

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