Universal Slidx - See a hex sliding puzzler take shape

Discussion in 'Pre-Orders, Soft Launches, and Upcoming iOS Games' started by unexpect3rd, Nov 29, 2014.

  1. unexpect3rd

    unexpect3rd Well-Known Member

    Dec 7, 2011
    367
    0
    16
    Mobile Game Developer (Fulltime as well as indie)
    Singapore
    I told myself I do not want to make another puzzler, but dang, when an idea hits, you just want to try it out. Let's see how much development progress I can get with this game, from zero, this weekend. This will be my fourth puzzler, a third attempt within 2014.

    [​IMG]
     
  2. unexpect3rd

    unexpect3rd Well-Known Member

    Dec 7, 2011
    367
    0
    16
    Mobile Game Developer (Fulltime as well as indie)
    Singapore
    I'm sure the last time I tried this style, it's just boring. Anyway going to just use the assets from this as placeholder... gameplay comes first
    [​IMG]
     
  3. unexpect3rd

    unexpect3rd Well-Known Member

    Dec 7, 2011
    367
    0
    16
    Mobile Game Developer (Fulltime as well as indie)
    Singapore
    Got the sliding correct after fixing the screwed up hex grid to array mapping.

    Next step, adding colors, then comes the headache inducing part: evaluation of the board and clearing of tiles. YES ITS A MATCH-3! It's nothing innovative, but it is still something I have yet tried creating.

     
  4. unexpect3rd

    unexpect3rd Well-Known Member

    Dec 7, 2011
    367
    0
    16
    Mobile Game Developer (Fulltime as well as indie)
    Singapore
  5. unexpect3rd

    unexpect3rd Well-Known Member

    Dec 7, 2011
    367
    0
    16
    Mobile Game Developer (Fulltime as well as indie)
    Singapore
    The core game is as in the video. Without any extra feature or mechanics on top of this, the game just feels... bland.

    Original idea:
    - Countdown timer: game is over when the board fills up or when the time runs out. Check highscore.
    - Power-ups such as time-recovery, area bomb, color bomb would randomly spawn on en empty space
    - Random objectives: There will always be one objective active, players can fulfill these objectives for bonus points or powerups

    There's more ideas on the side, but just these alone, I'm not sure if it makes the game "play-worthy"
     

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