Flip update – gameplay video!

I uploaded to youtube a short gameplay video from the first of the “Wired” levels.

I like the way the Wired puzzle looks, although I find it personally difficult to solve in any difficulty setting beyond the first one. To be honest, I have not tried too hard, and puzzles that I found hard to solve before, were much easier after trying some times. Which is good, I think, because that’s the whole idea of difficulty progression: something is a bit hard at first, but after trying some times you can solve it.

I’ve been working some days on a game for the Procedural Death Jam and travelling, so not a lot of advance in Flip, but I managed to implement some nice particle effects when you win, some new sounds, and nice transitions for the Undo button.
Also, I removed the “Undo All” (start level again) button, as it was too easy to click it by accident. And it would not be nice if that happened when you have almost finished a puzzle and only a couple moves remain.

A random tester in a bar (yes, I go to bars with my tablet and ask people to try the game) suggested I might add a “Redo” button. Implementation would not be a problem, but I’m trying to reduce interface clutter and make already existing features more visible. Like the flip counter, which a lot of people just ignore. Time to go back to my old UI books and articles and fix that!

 

 

Flips is almost beta – screenshots

I’ve advanced a lot these days in Flip, specially fixing some long standing bugs with the dragging of pieces, and adding a “navigation” among puzzle types.

So first, a screenshot showing a bit of this navigation:

Flip Screenshot - 20140309

As you can see, I have finished this level. That means that I have solved all the 14 puzzles in it. You can continue playing with them, but it will be boring, better to try a harder one.

Levels can be also mastered, which means that you solved at least 10 of them. That might unlock future levels, or even different puzzle types.

Second screenshot, a new mechanic I thought of and implemented today. I called it “wired puzzles”, and I think it’s self-explanatory.

Flip Screenshot - 20140309_2
I changed also the GUI in the game screen. Now the amount of flips is shown as small darkened pieces that light up as you make moves.

After making a move (flipped last two to the right), here is how it looks:

Flip Screenshot - 20140309_3
You can see two things here: first, an “undo” button just appeared on the left. I think this is better than having it visible all the time, as it will be a more explicit way of showing that you can undo. Second, the flip counter now shows one. When you go over the best minimum (in darkened coins), its colors change:

Flip Screenshot - 20140309_4
You can also see that a new “Restart” button has also appeared. This will be shown after making more than one move, so you can restart the puzzle faster.

Oh, and the beta part? I have fixed most of the annoying bugs, and I think it’s stable and easy to understand enough, but I have to fix the tutorial first and make some videos. After that, I’ll see how I can manage to make a public beta, and work towards final release.

Welcome

Welcome to Perro El├ęctrico (Electric Dog, pronounced like… don’t worry about it), umbrella name for just me right now.

It’s still quite empty because I’m focusing all my time on working on Flip, currently in beta stage.

If you would like to stay informed, you can follow me on twitter under @pelectrico.