Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Lantern: a lamp fills a dark room. Is my tap budget fair?

A topic by jessica-ilands created 10 days ago Views: 52
Viewing posts 1 to 1
I made Lantern: an 8x8 room of coloured tiles and one lamp. Tap a colour and it spreads through every tile already lit, so the lit area grows one ring at a time. Fill all 64 tiles before the lamp runs out of taps. Play: https://jessica-ilands.itch.io/lantern What I want feedback on is the tap budget, not the look. Each board loads with a budget of (cheapest greedy solve + 6) taps, so every board is winnable but not loose. 1. Does "plus 6" feel right, or does it turn the last few taps into cleanup instead of decisions? 2. The opening taps are often forced, one colour usually grows the most by far. Does that read as a warm-up, or as filler before the real puzzle starts? The endgame is my real worry. The last handful of tiles are usually one colour away, and I suspect that is the weakest part of it. If you play one board, tell me where it stopped being interesting. I have no idea where the line sits between a puzzle that respects your time and one that wastes twenty seconds of it, so I would rather hear it straight.