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I'm now working on the bonus levels so I'm a bit deep into the game at this point, but in a way it also makes my next request a bit more pertinent. I'd love it if the game saved the drawings we made for each level. I often have to come back to revisit the puzzles, which means redoing all my mapping work each time.
Regardless, I love Tametsi! Thank you for such a great game.
The changes you're suggesting are both reasonable, but a bit more involved than they might seem. I definitely won't be able to address the request to save drawings any time soon (sorry!).
On the other hand, your problem with the erase function might be an accessibility issue. I say "might" because the middle mouse == erase was added late in development as just an extra way to erase. The standard way is to select the checkerboard pattern as either the left or right "color". Another way (only documented in the tips that scroll on the title screen) is to hold either Shift or Ctrl and draw; both of those will invoke the eraser.
Do any of these alternatives work for you? I would prefer not to dig back into the input code, but I don't want to leave you without a working option.
If you ever decide to an update after all, I'd love to have a rewind button to hide those spots that I opened by misclick or with faulty logic. That means I wouldn't have to reset the whole map if trying to truly solve the puzzle.
The drawing mode is such a good idea, and I hope other games follow your lead. I was interested to read above that I could erase with shift, ctrl or middle-click, which I too missed in the tips.
A common thing I did was to explore N paths at once, usually setting a colour to left-click and erase to right-click. I'd work through outcomes from an initial assumption, then switch to a new left-click colour and work through from a new assumption. Sometimes I'd realise I missed an outcome, or would clumsily draw over some existing notations, and would want to revert to an earlier colour -- and I'd usually end up with a similar-but-different colour which made it slightly harder to grok. Have you considered a recent-colours list alongside the colour picker, to hold the last (say) 6 or so colours for easy re-selection? (It's too late for me but might be useful for other solvers!)
I'll also echo the request for an undo button. If I mis-click or mis-think, I tend to take a screenshot and rebuild, and then have a try at thinking harder. Of course the fact that I hit a mine has told me I need to think harder, but apart from that I don't take the reveal of the mine as a fact, and carefully work to establish it before I'll mark it. Hence the screenshot and rebuild: I've adhered to the spirit of the no-guessing rules even though I've made a mistake. (However I realise this is not enforceable so adding "undo" may make the game appear too easily cheatable to some players.)
Thanks very much for many, many hours of fun and hard logic.
I also probably won't be implementing an undo; it wasn't something I planned to have when designing Tametsi, and while it's not a terribly difficult feature, it brings back design problems that I want to put behind me for this project:
- Does undo revert "perfect so far" status? (I would expect some negative feedback on either side of this decision).
- Is one undo sufficient, or should it remember every board state all the way back?
- Should it persist if we close a puzzle?
- Where does it go in the UI? Can it be disabled in the launcher?
Anyway, it's not a bad idea, it's just something I don't want to change right now. If I make another similar game, I will have to reconsider how to handle undo and the mistake tracker.
I am really glad to hear that you enjoyed the game, though, and thank you for taking the time to play through to the end and share your thoughts.
Cheers.
Most of the puzzles went through several hours of this, and multiple revisions, before they made it into the game. However, the solver could also be used as just a check -- it doesn't also need to be involved in puzzle generation.
I played through a lot of puzzles during this process that were just okay, but not great; that's part of the reason I decided not to include a random puzzle generator in the game. It's also just too slow if you're looking for difficult puzzles.