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[Feedback wanted] Flux — a logic puzzle game based on Fire and Water

Started by edum4d Sep 13 at 10:14 AM 1 replies 200+ views
Original Post
edum4d
edum4d

Hi everyone! I’m building FLUX, a mobile-first logic puzzle game where every grid is filled with Fire or Water.

You solve each puzzle using clues that show how many times the element changes in each row and column. There is also an extra rule: no two rows or columns can be identical.

You can play it here: https://flux.clavmind.com

I’m looking for honest feedback from people who enjoy logic puzzles. If you have a few minutes, I’d really appreciate it if you could play a few levels and tell me:

  • Were the rules clear without reading the tutorial?

  • Did the difficulty feel fair?

  • Were you ever confused about what to do next?

  • Did the visual feedback, controls and hints feel useful?

  • Which part of the game would you improve first?

This is an early version, so critical feedback is very welcome. Please mention your device/browser and the level where you noticed a problem. Thanks!

Endurion
Endurion

Played the demo stages, it's interesting, but gets a bit samey after a bunch of stages. Just when the stages get bigger and the puzzle difficulty ramps up the demo ends. Is the game staying with only the shown elements, or will there be more?
At the first few plays the hint overlays are nearly overwhelming (over half of the playfield is suddenly under colored text and highlights)

To answer the questions:
1) Were the rules clear without reading the tutorial?
Hell no 🙂
They got clear after playing two, three stages. Maybe you want to add an example of a more complex stage.

2) Did the difficulty feel fair?
Mostly yes. In the beginning staging you can easily get by with trial and error, as there is no penalty for doing wrong. Difficulty ramps up strong when the stages get bigger.

3)Were you ever confused about what to do next?
Not once the rules are clear. Having to backtrack already made decisions only creeps in on stages >= 5x5

4)Did the visual feedback, controls and hints feel useful?
Yes

5)Which part of the game would you improve first?
Tone down the visual feedback/hints a bit. Hard to say what would work better though.

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