3 ms·
The timer has been controversial haha I may end up removing it, just thought it was interesting to get two axis to measure performance: moves and time.
by dcastm 5y ago
The timer has been controversial haha
I may end up removing it, just thought it was interesting to get two axis to measure performance: moves and time.
- noahjk 5y agoWithin 60 seconds and while distracted I managed to figure out how it worked and win my first round (also clicked right through the text) - but then I failed the second round by running out of moves, so the first may have been a fluke :) I think the timer can help avoid people who will over-analyze colors, but it definitely also changes the way our brains allow us to play - maybe a compromise could be a "free-play" option with no timer, but keep the timer by default? Or the opposite with the timer as a "challenge" mode? I could see the interest in both- it would be neat to see how few moves I could complete a puzzle in if given infinite time! Also replying to another comment, I do think it is the right choice to allow multiple plays (you may have changed that in the past 10 minutes since it seems I was able to play twice)
- nosecreek 5y agoI actually liked that it had both a timer and move limit - helps prevent analysis paralysis. My biggest complaint was that the blue and purple colours seemed very similar.
- silisili 5y agoI'd probably bump it to 90s, at minimum. I moved what I felt was pretty fast through it, and ended up in the high 50s both tries (1 fail while figuring it out, then succeed).
- jedberg 5y agoI like knowing the time but I don't like being cut off by it. Just let it count up. Same with the moves. You can say what "par" is to make a goal to achieve, but let people take as long and as many moves as they want. They will pressure themselves to do better.
- taspeotis 5y agoAfter your first loss it starts counting up while the 3...2...1 go thing appears, which costs you three seconds.