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DS homebrew announcements > Setsuzoku no Puzzle v0.2

#139143 - stravingo - Sun Sep 02, 2007 7:40 pm

It was a while that I didn't update my puzzle game Setsuzoku no Puzzle. The goal is to remove all the tiles on the screen by connecting two tiles that have the same color and the same symbol. The link between the two tiles can have at most two corners.

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The version 0.2 is now available on my blog, featuring major improvements:

- I have received many comments about how difficult is the game. Now, there is more time to complete the first levels to be easier for beginners, but the time speeds up at each level.

- When you quickly remove several pairs of tiles, you gain more points thanks to a combo system: when the combo progress bar fills up, instead of gaining only one point when removing a pair of tiles, you can gain 2 points, 3 points, 4 points or 5 points. The progress bar fills up when the time between two removals is less than 3 seconds. Else, the progress bar gradually empty.

- You can pause the game by closing the DS.

- A the end of each level, the remaining time and remaining number of helps are added to the score.

- The 100 best scores are now saved (you need to DLDI patch the game).

- You can send your scores on leaderboard.palib.info to compare your skill with other players worldwide (beware of my sister Eglantine ^^)

- You don't loose anymore when there is no more possible moves. Now, the remaining tiles are randomly moved so that you can finish the game.

- More user friendly as you can use the stylus in the various menu screens, highscore screens, etc.

- More sound fx.

- Some graphical enhancements (special fx, removal of magenta pixels at the edge of sprites, etc.)
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My games (Ka-BoOm, Setsuzoku no Puzzle) and apps (DS Weather Report, Treasures of Gaia) on DS are available on my blog!

#139156 - bob_fossil - Sun Sep 02, 2007 10:24 pm

Thank you, thank you, thank you!

I love, love, love this game. :)

#139189 - melw - Mon Sep 03, 2007 8:12 am

Very nice!

However, I wish you could consider altering the palette of the game pieces. I'm a red/green color blind myself and somehow all the good puzzle games around seem to use lot of red and green tones.

Concrete suggestions:
- Have colors that may get mixed to use always different shapes (star, moon, cross, whatever you're using) - in fact even for the non-color blind players it may be useful if color matches a single figure.
- Broaden up the palette, perhaps including more blue, violet or other darker colors that can be easily distinguished from the others. Or orange... there's lot of colors to choose from.

8-12% of the male population in Europe has some form of color blindness, so possibly someone else might like an update on this. :)

#139352 - Obi - Wed Sep 05, 2007 12:48 am

AWESOME incredible game, I love it. Staying PERMANENTLY on my MicroSD.
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#139668 - tepples - Sat Sep 08, 2007 8:08 pm

On my third try I cleared level 30 and got 10,000 points. Is the difficulty supposed to ramp up that slowly?

Want me to help design a new tile set with more uniqueness?
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#139672 - MechaBouncer - Sat Sep 08, 2007 8:15 pm

Wow. I just played this game. I didn't get it at first, but after going through the instructions I was able to clear it. It's quite good and very addictive. And it will be a permanent addition to my card as well!
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#139722 - bob_fossil - Sun Sep 09, 2007 2:00 pm

OK, having played 0.2 for a while now, I agree with tepples' comment about the difficulty. In v0.1 I could get to about level 5/6, sometimes 8 if I was lucky. I can now get to about level 18. :) It starts to get a bit samey after a while. The sense of urgency from the first version as the clock races down is missing as it's taking a long time to get there.

Maybe you could have a time attack mode - 2 minutes, 4 minutes, 6 minutes etc. where you just have to get the highest score - using the difficulty ramping system from the first version? Or maybe you could vary the board sizes - smaller boards with less time to solve them?

I do like the new combo system though. :)

#140519 - stravingo - Mon Sep 17, 2007 1:41 am

Thanks to all of you!

Melw : I will add more different tiles in v0.4. By the way, expect a quite different design ;-)

Tepples : yes, the game is more and more difficult as the time flows more quickly at each level.

Bob_fossil : time attack mode is a good idea. There is now various board sizes in the new v0.3 :-)
_________________
My games (Ka-BoOm, Setsuzoku no Puzzle) and apps (DS Weather Report, Treasures of Gaia) on DS are available on my blog!

#140580 - MechaBouncer - Mon Sep 17, 2007 9:51 pm

Oh sweet! I love this game! I just need to remember to close the lid instead of pressing "Start" when I want to pause it. I keep quitting my game by mistake. >_<

Out of curiosity, what kind of sound file format is used for the music? I like it and all, but it can get a tad repetitive after too long. In any case, fantastic game! Very well done and very polished.
_________________
Cobalt/Black NDSL
CycloDS Evolution (firmware 1.55 BETA 3) and EZFlash 3-in-1
Kingston SD-C02G JAPAN 2GB MicroSD
MoonShell 1.71, DSOrganize 3.1129, QuakeDS Pre3, ScummVM DS 0.11.1, Pocket Physics 0.6, OpenTyrian DS 0.3

#140620 - tepples - Tue Sep 18, 2007 12:44 pm

MechaBouncer wrote:
Out of curiosity, what kind of sound file format is used for the music?

Given the 100 percent channel separation, it's probably a .mod derivative.

Quote:
I like it and all, but it can get a tad repetitive after too long. In any case, fantastic game! Very well done and very polished.

It sounded like the music from Tet*is Advance.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.

#140706 - Darkflame - Wed Sep 19, 2007 9:47 am

Really nice game this :)

Its actualy teared me away from getting my last 50 or so medels in Advance Wars DS :p
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