Prototype-07.13.2023


Did a little progress on the game to improve its workflow and added a couple of mechanics such as elements can be removed by dragging it back to the elements pool and all elements can be cleared from the creation area if you click on the Trash Can. I'm doing some research to see what the standard is for the Alchemy side of the game and added those small bits, but I'm not sure how I want to organize everything yet if by doing a collection of elements like Doodle God and Doodle Alchemy, or have them in some organized list like Little Alchemy 2 or Elements Merge. I know I'll also need to organize the Nonogram puzzles in a similar fashion.

I'll see about working on getting the Nonogram aspect more up to par next since some of the puzzles are pretty tough without them. (I'm talking about autocompleting lines if all the pixels are found in that row/column; having the hints gray out to indicate that you found that set of pixels; have some spots on the puzzle already have Xs on them to help with solving the puzzle)

I know the Alchemy side still needs some tlc as well since its almost to par from what I've researched. (Probably add a history tab so you can check what combinations you have made; add a hints system so if your stuck on what to merge together you have a way to find obtuse combinations XP ) For the hints I'm thinking that it be a pretty good feedback loop that when you complete the Nonograms with minimal mistakes then you get points towards earning hints which would incentivize playing well in the Nonogram sections to earn a valuable hint.

I'd like to end this lil' post with a question:

What other recommendations do you all have for improving the core mechanics of the game?

Thank you for your time, have a nice, safe, and fun day!

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