Peglin would be 100x more interesting if you moved from dungeon to dungeon or world or world whatever via playing peggle.
That's why I'm asking for design assistance and feedback. I think it can definitely become "bejeweling all the time".
That is actually how it works. You choose to go left or right on the big overworld map based on a peggle toss.
No I think this is just pachinko or slay the spire.
I think the most "interesting UI" is to have a fullscreen translucent bejeweled board and have anime girls fighting behind the gems.
A la Solid Snake slots.
Why can't it be Mr Driller?
If the dungeon is constantly generating as you go, monsters and all.
perfectly reasonable if the dungeon exists on the bejeweled board and is represented behind the translucent board.
At this point I think the idea is bad.
Can you stick a dungeon crawler in minesweeper?
I can't draw a board or anime girls in MS Paint so that might be an issue, as I said in my first post above the next step is a fundamental rework of the dungeon crawling half of the game.
This demo was just an expansion of combat systems and mechanics/balance - along with a general idea of how "a run" should progress.
I don't think it's the best idea in the world to have the game split into two halves, as you said - one half will definitely end up more polished than the other, but both can still be at a base enjoyable level.
Can you make bejeweled and minesweeper a single game. What other isometric games are there that can just be stuck on minesweeper.
I agree, but it can be fun to play.
Minesweeper is already a planned encounter in the later levels.
Another thing that needs to be worked out is arbitrary/abstracted match conditions. A-la your rust code from a month ago, did that ever work?
I had some code that worked on native; I have no idea if it would work if packed into webassembly: there are some limits as to how you can utilize traits.
You just have your loop that iterates over the board checking for matches take an arbitrary "match" function that's defined as like, f (board, pos) -> (bool, Vector): whether there is a match, and the indexes that are affected.
I don't know how to do this in c# but I'll figure it out - top priority is the dungeon though.
On another note, which of the UI 3 styles in this post do you prefer?