3 ms·
Interesting concept, but it feels like a distillation of the "insanity" difficulty mode of a roguelike where the only way to get a high (or low) score is to win
by e_y_ 3y ago
Interesting concept, but it feels like a distillation of the "insanity" difficulty mode of a roguelike where the only way to get a high (or low) score is to win the lottery. Repeatedly.
I'd echo liquidise's comment; some limited ability to rotate the pieces would add strategy instead of just spamming the reroll button and pattern-matching. The frequency that you're allowed to use the ability could serve as a difficulty slider.
It doesn't even take that much interactivity to make a mostly RNG-based game more fun; compare a basic slot machine to video poker.
- tomxor 3y agoKind of agree. The only strategy I could find was to not play pieces that make compatible future pieces less likely, mainly by trying to keep the surface as flat as possible, as soon as it gets real spikey you are not really making progress due to probability. But once you get down to a small numbers it's mostly pure luck. Best I could do was 7, only way i'm getting a better score is by rolling the dice a whole load of times more which I don't feel incentivised to do because there's no skill left to refine. Maybe a tweak will make it skill based again.