I've been playing to collect tiles. Very addicting! I have noticed the Zentu image is not loading properly for any tile type.
Also: Just found the shuffle function. That is a great addition
Maybe metal could be a bit bluer. I liked the original tile game, this is a nice version as well. The only flub that I ran into was not reading your post first and not claiming a tile at the end. Luckily with clicking back I found that I could add them. I realize that might change down the road but I appreciated being able to fix my mistake!
Can we edit posts here? Just found out, duplicate animal warning built in, so my first post is pretty useless and now I feel bad. I may have played like 20 games in a row, yes.
Never even touched Tiles on here before. This is addicting.
Can the Collection page be in alphabetical order? When choosing a new tile to win, I went to cross-reference the ones I collected already and was so lost. Their ordering doesn't seem to make any sense.
No problems so far, no feedback other than it's super satisfying to win and look at my collected Tiles shimmering.
Edit To Add: Ok, I did find one problem. When I went to the High Scores Page, I see there is a button to return to Tiles, but clicking it did nothing for me. I had to manually use my browser's back button to get back to the game. Firefox 136.0.1 (64-bit)
i haven't really touched tiles before, but i REALLY like this version! it's fun and i like balancing a bit of strategy in there too. (do i save shuffles? is it better to break my metal streak by using wood or change species?) i'm definitely interested in the other modes you have planned!
no problems so far, but a small bug: whenever i submit my score, it always tells me it's the new high score, even when it isn't. for example, i just played a game and got 1,935, but i know i've had scores above 2,000. that may just be part of this being a work in progress/you already have a plan for it, but just wanted to mention!
i also think adding an explanation for the shuffle button could be helpful. i know what shuffling does in general, of course, but it was hard to guess based on context whether that was for shuffling the stacks (trying to get back to a style/species placed before to match what dealt tiles you currently have) or re-dealing the bottom tiles while keeping the stacked ones as is.
maybe some challenge/achievement ideas?
Not only achievements, but Tournament prizes could be Tiles-related items, such as foods, wearables or maybe even boosters; I mean, we already got wearable metal and wood frames, but not stone ones, as far as I'm aware (as for rocky gem ones, I think we only got Amethyst and Pearl)... Maybe the already released frames could be given as (some of the) consolation prizes to the losers? Perhaps make metallic and wooden frames in more colors as exclusive prizes?
Also, given that we're going to have gem framed tiles, some of the food prizes could be vaguely pet-shaped rock candies that could come in strawberry, lime and blueberry flavors, with their colors corresponding to rubies, emeralds and sapphires.
💋 🎶 🌸 Flower Aline 🎃 💖 ToT: Aries
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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New overlays are gorgerous! It's much easier to tell the metal and stone apart now.
oh this is a nice improvement, the orginal tiles are so hard to see now haha
Okay, I guess I'll be the lone dissenting voice here haha.
I feel what this game is trying to be. It seems like it was inspired by something in a completely different medium and like it wants to be a little more... arcade-y. But currently it's so static that it doesn't have the addictive quality a similar game elsewhere would have. Maybe the way to make it funner is to lean into that more but I don't know how possible that even is.
I think the main issue is that the actual act of scoring points in the game does not feel satisfying at the moment. The points are very "quiet" - it's just small, low contrast text that's out of the way of the actual playing field and it makes it not feel impactful when I place a tile. And, when the list of bonuses gets very long, it actually slows the game down as you have to pause to parse out what's happening with the scoring since it all just blends together. And, yes, at the moment, there's nothing too complex to figure out. But I feel like when more tile styles are added it could be easy to just overlook a new scoring method because it's lost in this list that you've learned to just ignore while you play.
The other big thing is that the collection itself just doesn't feel exciting? It's the same images (that we all know because we see them all the time elsewhere) with different colored borders repeated three times. It kind of becomes simply a number going up because I'm not unlocking something new & unique that I want to see nor show off. Also, adding new tile styles will also add those to the collection? So it will just be constantly getting bigger? That feels like a bit of a motivation killer, because you could be close to completing it and suddenly there's 128+ more tiles to collect. Especially if those new tiles are locked behind some limited time mode. If all of the styles listed on the help page did exist and were all collectible, then the collection would be a page with 1,792 images on it... The same 128 images repeated 14 times. And if the collection does get that big, you would have to play the game a minimum of 1,792 times to get everything but obviously it will actually be way, way more than that due to the RNG of getting species you actually need and probably also forgetfulness (not placing the right tile at the end.) I don't think that many users will see this humongous number, think about how much time it will take to achieve it, realize ultimately it's meaningless because it earns you nothing, and still be motivated to go for that.
Lastly, I think the core of the game is maybe too simple. The original game is also super simple, but it's not really trying to be anything more than a matching game. The satisfaction there comes simply from finishing the game. And, although you can lose that game (aka fail to fill all 3 pillars) - because there are only as many tiles as needed in play - it doesn't feel so terrible when that happens because you are also able to restart the game at any time without penalty. This game trades the potential to lose (becoming highly unlikely because there are infinite tiles) for RNG. You are now playing for points and that's based on the luck of what tiles you end up with. If you don't get lucky, you're left playing a kind of crappy matching game where there's way less variety than in the original: you're matching just two things (species & border) rather than three (species & 2 colors); there are only three possible "colors" rather than 10; and there are only 3 species per game rather than a mix of 54. Which is all to say, there are way less potential matches and so everything ends up feeling very repetitive. You also see more possible tiles to place (7 vs 5) so you're seeing the same thing repeated over and over as you make what feels like the same matches over and over. Another thing is that the original game gives you just one wild that's there to get you out of a potential loss; the new game gives you any number of wilds and it feels awful to use them because you get literally no points from them nor from the next tile placed on top of one - they've become a bad thing which is not usually what a wild is.
(Also, as an aside: I am so curious if the reason the original collectible tile items have never really devalued in price is possibly because so few users can even play the game? Re: ! Subeta Tiles game isn&;t showing up at all, it&;s only showing the story. Especially considering that it's one of the oldest games on the site, introduced in September 2006.)
I do think having a wide variety of achievements for playing certain tiles & whatnot would help make the game a bit more engaging by giving you different goals to work towards other than just trying to get a high score or collecting tiles. Just please ensure those achievements are actually achievable and don't require pure luck. (Thinking of some existing achievements like Lucky Guess or Perfect Game.) It would be nice if the achievements could be tied into the game more directly; it would definitely be satisfying to be notified of an achievement the moment you earned it, rather than on your next page refresh as it works on the legacy site. And, at a minimum, I think the achievements should be listed somewhere near the game - if there's gonna be a ton, probably on their own page linked in the game's menu. Also, if there are a lot of achievements, maybe it would be possible to track a few achievements to make them show up somewhere on the game page (similar to how some games on the legacy site currently show all their achievements under the game) so that it's easier to remember what you're working towards.
A few issues I've run into:
tl;dr - I think the game is so simple that it's kind of boring; you can't lose but you're also at the mercy of RNG. Both the game itself and its collection are highly repetitive. It seems as if the game wants to be like an addictive phone game but at the moment it just can't compare because you don't get satisfying feedback for placing tiles & scoring points and the collection aspect is ultimately meaningless.
[sub]Also, I suppose I'll mention it: the "story" part of the game sure reads like something that was AI generated....[/sub]
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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[tot=Snowwall] | [egg=Snowwall] | [tp=Snowwall]
This forum lack editing functionality and any way to mouseover and figure out the buttons in the top-right corner of a post? I don't dare click them :(
[tot=Snowwall] | [egg=Snowwall] | [tp=Snowwall]
(Just placed a 7th-of-a-kind in a row, a metal Chelon). -> I don't understand the statement "+0 Metal Base" - the chelon was metal and metal isn't a worthless tile. I despise the fact that this textbox is so fancy it overrides Linux's usual "Text selected with mouse at line A is placed into a special buffer and can be pasted with a simple middle-click at line B" - seems like you override the "selected text is placed into system's buffer" functionality somehow, please don't! -> And I don't see why none of the Chelons in that 7-high pile ever triggered "Spirit Links (Ethereal): 40pts + 60pts for matching species from 2 tiles back" mentioned in the Scoring Guide.
[tot=Snowwall] | [egg=Snowwall] | [tp=Snowwall]
Final Move: +25 Species Match +15 Stone Base +25 Last Position Bonus +20 Species Chain x2 +30 Style Chain x2 Choose a Tile for Your Collection: stone frame magnus stone overlay magnus stone Already Collected This stone magnus, last in the last pillar, on top of another stone magnus, also gave me a last position bonus. Do you toss a coin as to whether this works? :D 5. Thanks for pointing out already-collected tiles. Though eventually, when I collect most of them, things will be a sorry-looking sight - three sad "already collected" gray-outs. By then I'd prefer to see a full-colour tile and "pick" it, despite it already beign in collection! Could the filled pillar have a bit of a hint as to what the top tile ended up being? To avoid accidentally having three stone montres instead of the critters that were actually missing from my collection... which definitely happened to a friend, not yours truly, right XD
[tot=Snowwall] | [egg=Snowwall] | [tp=Snowwall]
By the way. After my first game I had two tiles. An extra Stone Ruffie. Even though I have an empty tile collection on the site proper. How come? (Wishlist suggestion: ability to sort tiles by date acquired).
[tot=Snowwall] | [egg=Snowwall] | [tp=Snowwall]