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The version on the link above is just the prototype, it has only 10 easy levels. The thing is, I wrote a sokoban level generator and I'm thinking about releasin
by atum47 8y ago
The version on the link above is just the prototype, it has only 10 easy levels. The thing is, I wrote a sokoban level generator and I'm thinking about releasing it on itch.io or Android app store. Would you donate or pay a small amount of money to play it? I thought about giving away a bunch of levels and selling the solutions (if the computer can generate the level, it can solve it optimally). What do you think about that?
- melenaos 8y agoI like your effort but Sokoban is such a popular game that you can play it for free for days. I don't think that allot of people would pay to just play it. Your second idea might work better but you have to create a social interaction and add some more flavor in the game. Maybe you can get some ideas from Cundycrush such as: - Preselect the levels and create a path that the user can follow, cartunish graphics and a map like path. - Add new elements in the game. Magnetic boxes, explosive boxes that can be pushed one x times, plant boxes that must be moved every x moves, etc - Add items that counter do some of the previous mentioned traps. Unroot a box, reset explocive box etc. - Have a way to win these items, fortune wheel, fruit slots, etc - Microtransactions for these items and for passing a level. - social interaction, share a facebook, compete facebook friends - Work together with a graphic designer, make it fun to watch and to play
- atum47 8y agoI'll consider it carefully
- Someone 8y ago”I wrote a sokoban level generator” The problem isn’t generating different levels, it is generating interesting ones, and picking a sequence that gets harder and harder at just the right pace. Players don’t want to get “just like the previous level, but with 10 more crates”, or “what the hell is this?”, they want “I know how to do this… hey, what’s that? Maybe, I don’t quite know how to do this”. Does your code have any way to calculate difficulty of games (no, number of moves required for a solution isn’t one) and/or similarity between puzzles? I also think “infinite levels” is not good. Part of the reason to keep playing is a feeling of accomplishment.
- atum47 8y agoI think I can calculate the complexity of a level based on the number of boxes, the size of the map and the number is moves you need to finish it. The infinity part is that I can always provide fresh content for the player. Someone else suggested skins.