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Some level design issues for puzzles

I've been working on the MergeIt levels for a while. Those are like some kind of chess etudes: sometimes you have to think a several moves ahead to complete it. The method to create level is pretty simple - just make something up which looks like it is possible to complete, but at that stage you just can't be sure how it will turn out. And here comes the difficult yet interesting part: testing! Some of those levels just suck you in for an whole hour, and you just aren't sure about can it be solved or not. But finding the solution is really rewarding, hope it is exactly that feeling every player will get.

If you would have known how I want to finally release that thing...

by Ricane at 18.05.2014 20:58

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