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Numeric puzzle game level design issue

Started by August 12, 2015 04:18 PM
1 comment, last by DifferentName 9 years, 5 months ago
Hi,
I’m a game developer in South Korea.
I want to listen to you guys’ ideas for level design issue for our numeric puzzle game.
We are currently working on numeric puzzle game like sudoku or picoss game.
As a video game, these kind of games have a weakness that there exists absolute solutions to solve a stage.
Games like Candy Crush Saga or Tetris has combinations of solutions changed each time users play specific stage. This characteristic makes user not to be able to solve puzzle quickly even it’s one’s second try.
However, like Sudoku or picoss, our game has a solution that never changes.
I found players solve puzzle very easily when they try same stage for second or third times.
The problem becomes more serious when it is a freemium game.
Players will no need to pay money to clear the last stage.
Is there anyone who has supplementation for this issue?
Thanks,
SJ

Sudoku games have disposable levels. No one replays them. They make money by selling packs of new levels. Alternatively, The game may have a time limit on free play, after which the game ends unless the game is bought.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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Players don't like when they find out a free game has a pay wall preventing them from beating a level. It feels like the game is cheating if it lets the player attempt a level that can't be beaten without paying money. If that's the case, did the player even beat the level? Or was it their money?

However, if it's possible but difficult to beat a level, some players may be willing to pay to make the level easier.

Sudoku games have disposable levels. No one replays them. They make money by selling packs of new levels. Alternatively, The game may have a time limit on free play, after which the game ends unless the game is bought.

I like the idea of buying more levels for a game like this. Maybe a new pack could introduce a new game mechanic, or highlight an increased difficulty. You might give a few levels from the pack for free so players know what they're getting into if they buy the pack with that mechanic or difficulty.

Radiant Verge is a Turn-Based Tactical RPG where your movement determines which abilities you can use.

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