I usually don't like casual puzzle games but this is an exception.
Totally agreed with the comment that it's like a rubic cube.
It seems simple but it does require some thinking.
Shame there's only 10 levels. I didn't take too long to finish them and I'm guessing other people won't either.
Though personally I stick to PC I think that this would make a good mobile game.
Did you saw a game like this somewhere or is this your own idea?
If you considered expanding the game here are a few simple suggestions:
- Improved graphics. This looks more like a prototype.
- Simply, more levels.
- Larger hex boards for higher difficulty.
- Various shapes of hex boards for lower/higher difficulty (I think less field neighbours would actually make things easier).
- More field colors (switched in order) for higher difficulty.
- Game mode with selectable difficulty level and randomly generated patterns for infinite play.
I think it would be quite easy to make algorithms of generating new patterns automatically.
You'd just need to have the game "switch" hexes at random (or in some pre-defined randomised way) to generate a pattern. (Obviously, this can't be visible to the player.)
It would surely be solvable then, as the solution would be following the exact order of switching as the algorithm did. Except player would have to figure it out first.
Along with other possible factors listed above as suggestions, number of algorithm's "switches" could determine difficulty level of result pattern.
Additionally, the algorithm could optionally include behaviour rules like, for example:
- switching a random field at limited distance from previous one,
- switching fields in pairs mirrored at two opposite sides of the board (split either horizontally, vertically or around any other symmetry axis),
- switching fields along a line (or any other shape) drawn over the board,
- counting performed switches for each field and make sure it isn't switched too often (e.g. avoid the same field being switched dozen of times in a row).
I think that by switching fields according to rules like these (being selected at random) the result patterns of algorithm would look less random.
Edited by Dark Exiler, 06 June 2012 - 01:22 AM.