I am trying to program an AI for such untangle games like Untangle game. I tried the following possibilities: 1) Just set one node after the other to a random place. If every node was moved once, ...
I am in the prototyping phase of making a puzzle game for iOS. The basic premise of what the player has to do is get from point A to point B by navigating through a maze like setup, while moving ...
Of course, it goes without saying that this can only work when the puzzle is randomly generated (say, something like minesweeper/bejeweled) and not hand-designed levels (such as trainyard, theseus ...
Some background: I'm poking at a set of puzzles along the lines of Rush Hour/Sokoban/etc; for want of a better description, call them 'motion planning' puzzles - the player has to figure out the ...
I'm making a Sokoban-like game i.e. there's a grid that has some crates on it you can push and you have to get the crates on crosses to win the level (although I'm going to add some extra elements to ...
Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?
For the first time in my game, I'm stuck with a real design dilemma. I guess that's a good thing ;) I'm building a word puzzle game that has five levels, each with 30 puzzles. Currently, the user ...
I'm currently developing a puzzle game for Android that is sort of along the lines of Alchemy. I was wondering what makes games like Alchemy or Bejeweled so addicting? How do I keep players ...