It's way more elegant than sliding from off screen.
That's not a huge audience though and in doing so we will scare away... But if we go full Cute Panda Town on this game then we have the potential of attracting a much larger crowd, but then the Drop7 people might never even touch it. (But since you asked: I was thinking two websites, two trailers, but they both pointed at the same app. BUT i do pretty strongly believe this game should have one voice/look/feel/brand. i DO really like the arrows, at first i didn't it's a high level skill to be able to push one out of the grid. i GUESSSSSS the thing i'm trying to say is that "what if it was justs threes and holes? like you try and go to the last possible moment with getting that hole up to like a 20x and then you eat that 100 three and BLAMO! sooooo that kind of risk/reward dealio could elminate the need for something like walls that generally brings the game to a close. "you torture a monster until he's as starving as you can get thne you feed him the biggest chunk of food you possibly can." it's not super brief or anything, but it's kinda more "special". It's super clear and metaphorically sound if we go the pure argyle route.
And then when you start the game the first thing that pops up is a question like, "Do you like Pandas? related: for hundreds, about 5 months ago, i wanted to turn it all into blowfish so it'd attract a completely new audience, but as you progressed the graphics would start to glitch out, eventually completely revealing the core, original look and feel with red/grayscale. i added sort of a card frame for the numbers, maybe that's not necessary. " the games would last longer for sure, but maybe that's kinda good? also there's kind of a high level thinking with the holes as they are that if you get a huge number three going and then you try and baby your first hole, if it swallows another three, then... i think spikes are cooler, but i've just never been too sold on either. i know i can do stuff with walls by merging and stuff, that's good, but it feels like the same kind of action/thinking as spikes, but with less clarity. Maybe it's just because I've played this game a 1000 times already, but the walls make me think differently and more about navigating around the board. I search for "argyle" on google images and I just get all these warm feelings. having that "special" thing that people can latch onto and parrot is pretty key. And it's probably super tricky to get food looking appropriately delicious inside of the square limitations.
Buuut I dunno the idea of moving molecules or liquid or chemicals doesn't really grip me, y'know? And if we're going abstract I would rather go full abstract like the tiles you made earlier because Excellent Graphic Design excites me much more than organic chemistry. i think it might exist out there, but i haven't found it yet. i have trouble explaining this game to people in a few sentences.
I mean I love science, don't get me wrong, but it feels very... So here's my lame marketing thoughts for the game: If we go full abstract with just numbers and graphic design then we have basically guaranteed the Drop7 audience. It's dumb idea though because it's basically double the design work. why even both when abstract is easier to explain anyway. i gotta say, the holes are awesome, they make total sense. i feel like the monster/hole solves that kind of a lot.
10 Things That Make You Intimidating is cataloged in Intimidating, Life, People, Personality, Society, Tendencies. Synonyms for intimidating at with free online thesaurus, antonyms, and definitions. I have been in the presence of some strikingly beautiful women. She is, however, very modest about her superb appearance. 10 Things That Make You Intimidating is cataloged in Intimidating, Life, People, Personality, Society, Tendencies.
Intimidation is making others feel fear, nervousness, or inadequacy in order to gain social standing or produce a The jewelry Kathleen Whitaker designs for her eponymous line exists within the contrast of hard and soft. Its a world away from the elegant style of classic London but that doesnt mean its not beautiful. She is popular because of her accessibility - conventionally attractive, but not intimidatingly beautiful. Browse other questions tagged meaning connotations or ask your own question.
Mainly because the player shouldn't know where the block spawns before they take the action.
(And if the player can find out by half-swiping, then the optimal tactic would be to half-swipe in every direction before taking a critical move, which doesn't sound fun) Super dig the blocks spawning in through those bars.
" which would determine how the game is skinned) ANYWAY: the gist is that the design we choose has to jump out and grip the audience in one way or another. i still think it's awesome, because hardcore players would really get into it and casual players would never see it because they didn't get far enough. i am really open to any kind of possibility, but for me i just think that the real challenge is getting this into people's hands and them "getting it" without much exposition. that's probably impossible, but i just feel like characters bouncing around then combining leaves a lot of holes. and then combine them both to have a group of pandas as well? then the cell divides as it gets combined with other cells (threes). i think one thing that contributes to the spikes are better than walls, is that i feel like i have much more power to deal with them. Okay whew sorry for not responding sooner, but I've been trying to drown myself in the design and figure out what'll give this game legs. They add a nice risk/reward element, but something about them is making the game feel like a grind for me. I think there's needs to be something about the way you summon them or protect them. And it's a nice sub-goal to swallow them from the side. oooh like maybe holes can wrap around the board like arrows. Also Argyle is a fantastic word and I'm sure we'll figure out an amazing related name for the game. i know it's extrinsic because it's points but it's really not. broccoli cheese probably isn't a winner, but you get the idea. he's the argoyle, he only eats argyle and that all makes sense. the food is cool though, i mean i want that to work. And there's no good way I can think of to animate the foods coming together. We can get clever and stuff in certain skin packs, but sticking to these attractive patterns will be super strong and, almost as importantly, super fast. I'm sort of a little overwhelmed at the moment with a bunch of different projects and trying not to be a social shut-in.
And the only two ways I can think of right now are "Graphic Designy" or "Cute." I'll let you know if I think of any other ideas. and then hardcore would kind of hear about "dude, i know it's blowfish but you gotta play it, it gets really weird and good and hard." i still kinda wish we did that, but it's ya know, ya gotta ship... but seriously, i think a pattern like this could kinda feel warm. like black bears can't combine with each other but they do combine with white bears and but pandas can combine with eachother? Right now they show up every 30 turns, which is arbitrary and unfun. Also if we just cram all the different argyle layers into a single atlas it'll be super easy to switch them out for skin packs. and you get sort of "threes vision" for the basics 1s and 2s and so it's all about perking up when shit gets real. i have another idea that's slightly weirder but might be much more readable for displaying the food. hmmmm so i just took a pretty fresh look at the old version, solid argyle. /thoughts so i had an idea last night for some interaction stuff that might communicate things better. or is it just any swipe in any direction in the slightest locks you in? (Admittedly all of this is self-inflicted.) The current plan is to finish my current Ardunio project before I leave for Europe this week with the family.
Ominously definition, portending evil or harm; foreboding; threatening; inauspicious: an ominous bank of dark clouds. Speaking to someone who intimidates you can be scary. 10 Things That Make You Intimidating is cataloged in Intimidating, Life, People, Personality, Society, Tendencies.