To Hint or not to Hint

I spent a lot of time at the beginning of the game development working in the generation of the puzzles. In logic puzzle games, puzzle generation is often puzzle solving. So then, when I generate a level, I also have the solution. In this case, the shortest route from the initial configuration to the final, “solved” one. That’s how I can say that a puzzle can be solved in N moves. But I know not only the amount of moves, but also which moves and in which order. And not only do I have the list of correct moves from … Continue reading To Hint or not to Hint

Interface design for Flip

If I have to choose the task that takes the most time for Flip, it’s without doubts the user interface / user experience. I go around everywhere with a tablet with the game loaded, and on every occasion I have, I ask people to try it and takes notes. And I take *Lots* of notes. I’ve probably already tested it with 30 people, and there is not a single time where I do not notice some improvement to make. And it’s not only about changing fonts or colors, it’s about people understanding what is going on without me having to … Continue reading Interface design for Flip