We just pushed out a change that includes new overlays and frames to make the stone & metal more distinct, and a cool image for our wild tile (will update language so that it says that it's a paw and not a star!)
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I'm going to play around with a ton of that! We've got complex scoring rules possible (as you can see on the page if you click the scoring guide) and I'm hopeful that we'll be able to create modes that really toss everything on it's head, for fun!
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thank you 🙏 that is all really, really excellent feedback!
I agree on the simplicity, I'm testing the core mechanics (and need to fix that metal scoring mechanic!), but I think that the fun will come in additional game modes and scoring. If you open the scoring information in the game, you can see some of those future tiles already in there (and they've been programmed), they just aren't 'open' yet. And each game mode has the ability to change all of those parameters. We can have it pull in 8 species instead of 3, all of the game tiles (wood, stone, metal, crystal, stones, etc) or just the basic ones. I wanted to stick to three species in the basic game so that it moves quickly / you don't easily end up in dead ends, but I might bump that up to 4 or 5 just to see how it changes.
If you take a look at the achievements page, you can see that there were some added a few weeks ago that are for the new tiles game - those should give you an idea of the direction I'm heading in.
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oh and I totally hear you on the collection aspect. I'm trying to think of how to make that more interesting - we just (honestly) don't have the resources to make individual tile images, or do a lot to make it more interesting. So maybe giving you all 3 of your final tiles at the end, so that the collection is easier to manage?
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Good ideas all around! I love the idea of tying in the Bhakoru!
I've also made some changes to the tile scoring issues by making the following changes:
Wild Tile Scoring
First Tile in Pillar
Wooden Tiles
Stone Tiles Fixed the base 15 points to work regardless of what tile it's placed on Fixed the 25 point first/last position bonus
Metal Tiles
And I updated the scoring guide in the game to hopefully be less confusing. I also really appreciate the collection mockup, that's a great idea. And that achievement is a lot simpler, it just means not trying to put a tile on a column you can't make a move on - or making a 'mistake'. Pretty easy to avoid, especially now that the tile types are more clear.
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All right, I also just pushed up some changes to the collection page, to make it so that it's all of the species (order abc).
And I made a somewhat large change to the way that the game works -- I'm curious what you think. Instead of the tray being pulled randomly from the options available to the game style, there is a pre-determined deck. If you click into 'remaining tiles' you'll see:
Remaining Tiles: 106 Wild Tiles: 5 By Style:wooden 44 stone 33 metal 24By Species:
Kanis 27 Kumos 23 Harvester 18 Charlie 17
Hopefully giving you more information on what is available if you shuffle, and as we add more heavily weighted style types (e.g. a ruby tile, even in the gem mode, might only be 10% of the tiles) what you might get.
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All right, I've also just pushed up a few new game modes, that all use the same tiles but change the scoring system in some way. Some good examples of the values I could play around with in a weekly generated mode that plays with them in some way!
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Just pushed out a fix for the tiles not being given out 😭 sorry about that! it now adds all 3 tiles at the end of the game.
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Taking a look at the reward issues today, as well as the random ending.
I haven't been able to replicate the game ending early, is there anything weird about your game, or maybe a specific move you're making, that you've noticed it happening at?
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