The normie score handling move is wordle share your score option in some emojified visual
exactly, if you're dropping keys from the tilegenerator you're also risking the tile generator dropping monsters that kill you.
I was telling nma I wanted the game to somehow look like this on a bejeweled board last night:
i think it would be fairer to have wandering monsters spawn in at the edges or from the previous levels entrance to chase you instead of making it random. kind of like the rebel fleet in ftl chasing you through sectors making it risky to dive for extra jumps/resources
no. they drop from the tilegenerator. You're fucking with the bejeweled mechanic otherwise.
word
You should add a feature where you can only play the game 1 time per day. Wordle did this and they were immensely popular, sold to NYT for 1 million dollars
.
Etc
I like how that came out.
Little showcase:
Funny Bejeweled with monsters. Try to get the staircase to the bottom row!
Implemented Drag and Drop controls.
Not much work implemented today.
@Vanilla_Town One suggestion is that you should be able to equip items during a fight.
It sucks that I get multiple items but can't even equip them unless I survive the next fight.
And you made me want to play nethack again.
Just complete crawl if you haven't. It's cooler than nethack
Wish I could play on my phone
Enabled mobile friendly mode on itch settings, probably wont work still though.
Meditations on Game Feel / Psychology - Mostly just bullshit:
The desired mental (not visual) perception and abstraction of the [Jewel Board <--> Dungeon Crawling] is likely correlated in some way to how long a player spends on one board before it resets.
This is simply speaking from my experience (as current holder of "most hours played"):
The longer you're there on the same board - swapping and matching and staring; the more you lose the sense of dungeon and it starts becoming a plain bejeweled game with a dungeon skin.
I feel like the board has to reset fairly often - or at least partially reset, to gain a feeling of constant "progression" through the dungeon into rooms and sections of the dungeon.
It's not necessarily more or less fun either way - it's a question of whether a player will mentally "zone out" of the experience and just regress into playing bejeweled, despite still being conscious of the game's mechanics and playing around them, just waiting for something new to eventually happen.
What keeps the active and conscious attention/interest of the player balanced vs the passive problem solving/mathematical lizard-brain (The IQ center) attention.
Not to be misconstrued, I like solving problems and puzzling out a board and want to maintain that a lot, but the sense of wonder and intrigue of stepping into a new area in DCSS/Nethack must be maintained as well.
You can't have one of these aspects without some trade-offs in the other and vice versa.
Step too far in one direction and you have a mindless "Match good tile no bad tile then move on" or an un-intriguing "Flowchart solve this randomly generated bejeweled puzzle".
If the decision flowchart is easily recognizable (it will be, given the player passes the initial knowledge barrier), it can't be tedious, otherwise not just the replay value, but the First Play Value as well takes a big hit, it can be reprimanded with the things discussed above (collectible content, achievements, etc), but it's not an unavoidable pitfall of design - which brings us back to the aforementioned principle of resetting rooms often, which of course must be paced well enough to not detach the player from the dungeon.
didn't read
You shouldn't read it, I just write this stuff out to articulate thoughts better.
I'm working on a version with enemy AI right now. It's actually pretty funny how hard they try to grief you. Will put it up in an hour or two.
It almost worked. Maybe there's some way to define the game dimensions by horizontal page size like web monkey programming