Hextris
81–90 of 95 posts
Re: Hextris
#82Interesting idea. One quick criticism: I played a couple times and maxed out around 700pts. Then played a game where I didn't touch a single key -- no rotation whatsoever -- and managed to score 3292pts. I'm not sure what this indicates, but it feels off.
That's a valid criticism - I don't know how it could be fixed. Maybe more colors could be added? Game balance has been really tricky with this game, as changes play out very differently on mobile devices and "real computers."
From a cursory look (my math may be a little off) it seems like the odds of a tile matching at least one of its 4 cardinal-direction neighbors is ~57% (20 of 35 order-independent variations), and the odds of a tile matching 2 or more of its randomly selected neighbors is ~28%. In other words, with just random play you're going to get a match out of every `+` shaped collection of 5 tiles nearly 1/3rd of the time. Factoring the three-in-a row possibility the odds of a match will go up from there. (And since a match will eliminate several tiles of given color, the odds of getting a match on the "chain reaction" must also be quite high.)
Re: Hextris
#83Re: Hextris
#84Also particularly impressive as the creator(s) seem to be high school students.
Re: Hextris
#85Earlier quoted context omitted.
My first try was 39556. I actually thought it was too slow to get started, but then it picked up quite a bit near the end.
Timing seems to be very different on different computers/browsers which is just stupid.
Re: Hextris
#86Re: Hextris
#87Re: Hextris
#88Re: Hextris
#89We did a game very similar to this for iOS called 'Cirqulous'. Check it out! (Nobody else did!) http://www.cirqulous.com/
On the side note : The background music in the trailer seems heavily inspired from the mission impossible theme :)
Re: Hextris
#90Having constant interval timing in your game engine is an absolute must have.