Flips! by Beavl_Games
Flips! is a turn-based matching game in development by Beavl (#MadeWithUnity for Ludum Dare #40).

Credits:
- Gamedev & Game Design:
- Art:
| HTML5 (web) | https://beavl.itch.io/flips |
| HTML5 (web) | http://beavl.com/flips-ludum-dare-40-entry/ |
| Original URL | https://ldjam.com/events/ludum-dare/40/flips |
Ratings
| Overall | 574th | 3.455⭐ | 35🧑⚖️ |
| Fun | 735th | 3.121⭐ | 35🧑⚖️ |
| Innovation | 181th | 3.682⭐ | 35🧑⚖️ |
| Theme | 861th | 3.032⭐ | 33🧑⚖️ |
| Graphics | 261th | 4.03⭐ | 35🧑⚖️ |
| Humor | 916th | 2.06⭐ | 27🧑⚖️ |
| Mood | 588th | 3.25⭐ | 30🧑⚖️ |
| Given | 8🗳️ | 2🗨️ |
can you give a little explanation?
(also ask to zoom out, is a bit weird...)
Beyond the rules, I really like the graphics and the clean (clutter free) look.
Seems like this would be a really fun mobile game if the rules were more clearly demonstrated.
So...
You have to clear the board, that´s ok. And in order to do so, you must make valid matches either horizontally or vertically (rows or columns). Valid matches are same coloured tiles between level boundaries, level boundaries and flipped cards or flipped cards.
So if you have something like:
X
RED
RED RED X
(X´s are flipped cards). In this example, the 3 red tiles are cleared because player got a valid match on a column and another valid match on a row.
Cheers!
awesome game!

As you are probably planning to do with it, would work perfectly as a mobile game. The mechanic is cool and can get really challenging. The look is nice and clean, fits the genre very well.
But you did quite a poor job on introducing the mechanic. The so called introduction levels don't explain the mechanic too well and they pretty much automatically play themselves. And then suddenly you're in that "plan ahead" level and have no idea how the game works. Spent quite a long time there just clicking on stuff and trying to figure out what were the actual rules. The difficulty ramped up too fast in my opinion and it was all over the place.
Good job, a very promising game!
Yes, we've decided to work on a full-fledged mobile version of the game (also uploading updates on itch.io) exploring the concept even further (flip mechanics, flip types, the whole turn structure for a matching game, etc.)
And congrats on finishing the game! Really impressed.
Concerning rules, yes. Rules are poorly explained, we run out of time and trusted that by simply playing the game rules could be understood (we were awfully
wrong! At least with the levels we've made).
All these things are going to be addressed in the upcoming updates. We are really happy with the game. Thanks for playing! (Also, your game is amazing!)
Cheers from Buenos Aires!
You might want to look at other puzzle games to see how they introduced similar rules and mechanics to players. The Witness has similar abstract puzzles but devoted a lot more time to introducing mechanics to the player. Basically, each individual mechanic had a whole series of levels devoted to teaching it. Flips tried to introduce multiple mechanics/rules per level, so chances were high that a player could choose correctly and progress without understanding why that choice was correct (this is what happened to me when I played it).
I think there are also some issues regarding the terminology and graphics you used. For instance, the term "level boundary" is kind of confusing (does it mean that two stacked tiles of the same color will match each other, or that tiles of the same color will match if they are in the same row/column but different vertical levels?).
The first level told me to "flip a tile" but clicking a tile doesn't actually show an animation of it flipping, leaving me wondering if I did the wrong thing by clicking on it (the "x" might also throw people off because an "x" in a square usually indicates a clickable delete or close button).
It also wasn't intuitive that "flipping" a tile would mean disabling its color, since the tiles are depicted as being the same color all the way through (I wonder if cards might be a better physical analogue than tiles, since people already know cards have two different sides).
Concerning difficulty progression, 72 hs was not enough for balancing the prototype (at least for us). We are working on this issue for the post compo version (we've released some commercial games in the past, such as faif, Kapsula and Moveless Chess, so we know that we have to work really hard on it, as we've done it before, and we will do it!)
About the flipping animation... yes, we are working on an actual 2d flipping thingie. Check it out!

And concerning language... you are also right. English is not our first language, so sometimes we use some terms a little off. We will rewrite AI instructions and redesign all the early levels! (AI should tease players a little more, but first, players must understand the underlying rules of the game).
Cheers from Buenos Aires, Argentina!
Bom puzzle e que vai ficar ainda melhor com efeitos sonoros. Pessoalmente, levei 4 ou 5 níveis para entender o que eu estava fazendo, acredito que seja interessante reforçar a mecânica no começo do jogo. Parabéns. :flag_br:
We are working on making the rules easier to understand, adding some cues and indicators.
Also, better balance!
After this is done, we'll add sfx and release an open beta on android (ios testers,if you want to play the game on iOS, we can add you to our testflight lists!).
Cheers and have fun playing #LDJAM games!
I think how there's this priority with stacking seems confusing. If I flip something on a stack, it seems to take precedent in "activating" once it's flipped back, even if it's not in the same row or column as the ones selected. Perhaps feedback with the row or column highlighted could help with the puzzle logic. This may make things too easy but perhaps highlighting pieces that will be affected after each selected flip. I think with this kind of game an undo button to the previous turn would also be super useful. Having beaten it, I don't think I would be able to get through it again easily, it's the kind of puzzle that you need to kind of guess and logic your way through, and the problem solving feels like it more dynamic (perhaps because I was still getting used to the system and how it works). I like the changes you made so far with the post compo as well, keep up the good work!