Symmetric Torpedo by francoisvn
Kill or be killed in a submarine-on-submarine battle.
Your torpedoes have a panel you can edit. Make this panel as symmetric as possible to boost the torpedo's damage and accuracy.
Your torpedoes have a panel you can edit. Make this panel as symmetric as possible to boost the torpedo's damage and accuracy.
Ratings
| Coolness | 50% | 3 |
| Overall | 3.82 | 89 |
| Audio | 2.85 | 470 |
| Fun | 3.82 | 81 |
| Graphics | 3.79 | 165 |
| Innovation | 4.14 | 33 |
| Mood | 3.52 | 158 |
| Theme | 3.14 | 728 |
BTW: that sound when enemy missle is approaching gets really annyoing after a while.
Took me a while to understand it tho
The sound did a nice job of keeping the pressure on, and I like how the auto-replenishing "reserves" limit you from just firing off endless mediocre torpedoes. I haven't been able to get through the second wave, but I'll come back to this one. =) Congrats.
For example, what's the significance of even having a load button? There's never a reason not to press it, so you might as well make it automatic.
I love that here's a blocks game that has nothing to do with "matching" :) Good stuff! :)
I mean, great game, I just don't seem to 'get' it.
My only issue was difficulty. The opponent's non-stop torpedoes meant I only got to the second level on try # 2, but I definitely felt that I was getting better at it over time, so maybe the difficulty is just right then.
Awesome game!
I then tried spamming for a while and that's when I noticed that some torpedos actually miss. I then thought it would be nice to get some kind of info on how close I was to destroying the opposition. It was only at this point where I felt like I'd finished playing that I then ignored the clear an present danger of the other ship and tried to figure out the relationships between all the elements of the interface. This was the first time I actually "saw" any of these interface elements. This is interesting in that it shows you how effective humans are at filtering out information, especially when there is a clear and present danger.
So this was the first time I noticed the damage and accuracy bars. With this I started to build a model of the desired symmetry, but I still don't quite grok it. I also noticed that indeed there was a counter showing your oppositions health.
I did however really enjoy the feel of your main interaction. When I figured out how to use a six block area to move a tile to where I wanted it, that was a particularly nice moment. I enjoyed the sense of speed solving, and having to trade off how solved the puzzle was against just getting a new puzzle. I think there is something there and that the dressing around the game is completely incidental (eg its about the grid and not about smashing subs). This means that you could strip away the entire interface (I was ignoring anyway) and just have the grid. Would make for an interesting mobile game.
Also I think staring on a smaller grid with a target that doesn't fire at you would be a great way to gently introduce the concept. Also not regenerating health between rounds felt really punishing. ;)