[GAME] Paint the Town Red

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Travis Antosh

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Jan 23, 2018, 12:41:21 PM1/23/18
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Howdy y'all! I've known about PS for a while but just in the last week I've finally started playing around with it. Last night I published my first PS game, Paint the Town Red:

Here!

It's on the easy side and sort of just prototypes some directions you could go with the core mechanics. I'm fairly new to making puzzle games in general and I think one of the issues for me is puzzle blindness; after a certain point I can no longer tell what the difficulty of a given puzzle or its inherent logic might feel like to others. I know that playtesters are a simple solution for this and a great way to get feedback but I'm curious what other ways y'all might tackle this in addition to that? General theory/specific examples both welcome. Enjoy PtTR!

Chris Pickel

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Jan 23, 2018, 1:10:51 PM1/23/18
to Travis Antosh, PuzzleScript
I think it works pretty well and the difficulty progression is good. I felt a little lost in the levels with 4+ painters but the ones with 2 worked fine.

Puzzle blindness is definitely a problem for everyone and I don’t know any better way than playtesters to deal with it.

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Alan Hazelden

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Jan 23, 2018, 4:07:30 PM1/23/18
to Chris Pickel, Travis Antosh, PuzzleScript
I often don't enjoy ice puzzles or multiple player puzzles, but this worked well and didn't overstay its welcome!

I'd agree that the 4 player levels aren't great - they're more about trial and error than thinking anything through (the final level is the exception here).

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Travis Antosh

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Jan 23, 2018, 7:53:26 PM1/23/18
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Thanks! Sounds like there is something less than awesome for people in the middling numbers of players, which is good to know. I might iterate on them again at some point to see whether the design space is just shallow or if I missed out on some funner elements.

Travis Antosh

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Jan 23, 2018, 7:54:02 PM1/23/18
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Thank ya! I really liked the last level, if only because it's such an exaggerated jump in numbers from everything previous :D


On Tuesday, January 23, 2018 at 1:07:30 PM UTC-8, Alan Hazelden wrote:
I often don't enjoy ice puzzles or multiple player puzzles, but this worked well and didn't overstay its welcome!

I'd agree that the 4 player levels aren't great - they're more about trial and error than thinking anything through (the final level is the exception here).
On 24 January 2018 at 07:10, Chris Pickel <sfi...@twotaled.com> wrote:
I think it works pretty well and the difficulty progression is good. I felt a little lost in the levels with 4+ painters but the ones with 2 worked fine.

Puzzle blindness is definitely a problem for everyone and I don’t know any better way than playtesters to deal with it.
On Tue, Jan 23, 2018 at 6:41 PM Travis Antosh <travis...@gmail.com> wrote:
Howdy y'all! I've known about PS for a while but just in the last week I've finally started playing around with it. Last night I published my first PS game, Paint the Town Red:

Here!

It's on the easy side and sort of just prototypes some directions you could go with the core mechanics. I'm fairly new to making puzzle games in general and I think one of the issues for me is puzzle blindness; after a certain point I can no longer tell what the difficulty of a given puzzle or its inherent logic might feel like to others. I know that playtesters are a simple solution for this and a great way to get feedback but I'm curious what other ways y'all might tackle this in addition to that? General theory/specific examples both welcome. Enjoy PtTR!

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Hand-E-Food

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Jan 23, 2018, 8:50:40 PM1/23/18
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Nice simple mechanics!

I've found a bug on level 8.  If the first move you make is left, the top two guys collide and combine into one guy.

Hand-E-Food

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Jan 23, 2018, 8:58:33 PM1/23/18
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I agree this just pushes the limits of a fair puzzle vs trial-and-error.  Having four players really makes things tricky, but if you stop to see how they partition the playing field, it's not so bad.  Funnily enough, I think level 16, with only two players,  was my least favourite.  There seemed to be too many options.

Is there a rule that you're not allowed to stop next to a cop?  I saw that you lost if you hit a cop, but I seemed to also lose if a player stopped adjacent to a cop, even though they moved in a different direction.

Xavier Direz

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Jan 24, 2018, 3:57:33 AM1/24/18
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Le mercredi 24 janvier 2018 02:58:33 UTC+1, Hand-E-Food a écrit :

Is there a rule that you're not allowed to stop next to a cop?  I saw that you lost if you hit a cop, but I seemed to also lose if a player stopped adjacent to a cop, even though they moved in a different direction.

I had a hard time figuring out this rule too. Probably because the game restart as soon as you loose. We can't see what really appends, especially with many 'players'. Adding some move and dying animations can solve this little drawback. Otherwise, the game is well ballanced and solving the last puzzle was quite rewarding.

Travis Antosh

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Jan 24, 2018, 11:12:20 PM1/24/18
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Yeah, I didn't do a good enough job teaching that finishing a turn adjacent to a cop is a lose condition just like running into a cop is. A better teaching level and more feedback would help.

Thanks for the c&c, y'all!
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