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by octopusRex 809 days ago
Kudos for creating the game. Reading upside down is difficult. In Scrabble you could turn the board around to face you when it was your turn.

Why did my opponent place qxa to begin with?

I tried to get through the tutorial , but could not. Maybe simplify the rules or simplify the game before I'd play, but others may enjoy.

I do play wordle and other NYTimes word games , and scrabble, so I'm not averse to those types of games.

Maybe I should have had a cup of coffee first. I will try again later.

But still hats off for creating it. Congratulations.

2 comments

Counterpoint: I found the tutorial great for teaching a game that is not super simple, in a good way. I think it would be a mistake to simplify the rules in order to simplify the learning process. I think the rules are elegant, just not straightforward, as is the case for many excellent games.

Agreed on the reading-upside-down thing, though I think it's still the right choice. But I suspect it's something anyone playing the game regularly would become adept at very quickly. Maybe just add a quick "rotate board" button / hotkey to use when evaluating the opponent's position.

I think my one minor criticism is the "touching the opponent's town" thing. I find that it's not a particularly fun goal. Many such things go with a "war" analogy to add some interest, like an army destroying the opponent's fortress or whatever. If you'd prefer to avoid that (though the "attacking" and "defending" language is already in the game), it could be like you're building a path for a rabbit to get a carrot, or maybe it's water and you're building a bridge to the other side.

Or the win state could instead be to eliminate all the opponent's letters. As-is, that would eliminate the fun "racing" mechanic, which would be unfortunate. But perhaps (going back to the bridge idea), the "town" squares could be like bridge supports, and reaching one would knock out anything it is "holding up". So you could still race to knock out the critical "root" support, which would usually win in nearly the same way as currently (but maybe with a few more cleanup moves).

Love the game! Hope the ideas are interesting rather than annoying :)

Edit to add: Oh! One thing I actually missed in the tutorial (but figured out in the example game) is that words must be valid top-to-bottom or left-to-right. I was confused by the outcome of some battles in my initial games, due to building "valid" words bottom-to-top only to see them defeated by shorter ones. Relatedly, maybe in the "easy" modes, valid words could be highlighted? Then I would have known that when I built "yria" from top-to-bottom, it was not actually the valid word "airy" read from bottom-to-top.

Amazing! Thanks for the detailed thoughts.

Yes, we once posited that you were trying to deliver soup to the other town haha. The current language is really in lieu of figuring out what the best lore for the game is, and these are great suggestions we can mull over :)

Yes, perfect! The same (/ similar) mechanics, but with improved "lore" sounds great. The lore could even change puzzle to puzzle; now those pesky townspeople want salad instead of soup! :)
Thanks! And thanks for the great feedback — the tutorial is indeed long, but that just means more (fun) iteration to go!

> Why did my opponent place qxa to begin with?

Much like us, the NPC can be plagued with a simply terrible hand ;)

Again, appreciate the notes!