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Messages - eZanmoto

#1
Thanks very much! I'm also in the process of adding new levels, particularly "doughnut" levels that leave certain central squares blank. This allows the use of bigger squares with the same number of moves, without making those moves as obvious as they usually are on big grids, because only a subset of the cells are actually used. I've also started having to make new levels manually (with a tool) instead of filtering generated levels because the number of combinations has gotten so large!
#2
Oh wow, thank you very much Jubal, I really appreciate you taking the time to write such a review  :)
#3
That'd be amazing Jubal, thanks very much  :D  Yes it is tough, I'm hoping to apply for a free entrepreneurial mentor program that they're starting up soon in my area to get a hand with it, just to find out if I'm at least on the right track and to find out what else I could be doing.
#4
So far I've been showing off the demo on my FB page and related indie pages, on Twitter, posted about it on Reddit (got a lot of criticism on r/puzzles), submitted it to IndiePlus, and sent press releases/media kits to over a dozen indie game/smartphone sites, all with very little response (only 2 review sites responded, 1 of which to say that they don't offer free reviews). I don't have the budget to do an ad campaign at the moment, but I'd rather grow the traction organically anyway because it'd give a more accurate indication of actual interest. I'll be trying to take advantage of Pinterest and Tumblr more in the next weeks to, as their user demographics tend to overlap with my anticipated markets. After that I'm not too sure, still very new to marketing  :)
#5
A puzzle maker didn't make the original release but was definitely on the feature list :) The only problem is that the game hasn't been getting very much traction, so even though I'll be making fixes and potentially adding levels I don't think I can justify adding big features at the moment (thought it's something I would love to add!).
#6
Thanks very much Jubal, I appreciate your feedback :-) Your first two observations are particularly acute, higher difficulties should probably focus more on having larger numbers of taps on smaller boards. Very nice suggestion on the difficulty of the infinite mode as well - I'm also thinking of having a feature where you can save/share interesting puzzles you come across in infinite mode, but this is just an idea at the moment. Thanks again for the feedback!
#7
Thanks for your patience Exilian, I'm delighted to announce the official release of Kudosu on Google Play!  The iOS release has unfortunately been delayed due to technical difficulties, so the online demo has been updated with all easy-difficulty levels to try and help alleviate the wait.

Please let me know what you think, and be sure to share us!
#8
@Glaurung Glad I was able to surprise you  :D

@Jubal They are, but not all of the puzzles use all of the cells. Having bigger "holes" or different shaped grids could be an interesting spin though, I might add such puzzles in a future update if you don't mind me adopting the idea. Thanks for the suggestion :-)
#10
Ah, I see what you mean now, that would be embarrassing; I checked the full word, but not the different components of it, thanks guys!

@Jubal: That's a nice idea, since it may be difficult to see when no more moves are possible sometimes.

@Glaurung: Wow, you've really dug into the theory! I also believe the commutative property holds, and that you can't "work around" an incorrect input, though proofs are beyond me also. It would be interesting to know what a validator for it would look like as well, because without one then the validator would also require a brute force approach, meaning that a brute-force solver would be quite infeasible!

Also, levels 5 and 6 are up now, enjoy!

EDIT: Oh, and I believe I've fixed the sound issues, please let me know if you encounter any more problems.
#11
Interesting points!

@Glaurung I haven't actually considered or implemented a validator, and off the top of my head I can't think of an algorithm for solving the puzzles other than to brute force them, which I suppose is a nice property if it holds! You're spot on with your guess for how the generator works :D As for "Kudosu", it's simply a reversal of the characters in Sudoku, as you may have guessed :) Nice tidbit on the meaning of Sudoku though!

@Jubal As far as I have determined (i.e. not proven) there is actually only one combination of "taps" that solves a given puzzle, but the order they're pressed in doesn't matter. Knowing that the order doesn't matter can reduce the difficulty of the puzzles a bit, but I think that larger grids and "deeper" puzzles still make the puzzles sufficiently hard ;D
#12
Today's puzzles have been added to the demo, check them out!
#13
Thanks a million Clockwork, that'd be much appreciated  :D
#14
Thanks Jubal and Glaurung! To answer your question Jubal, they're actually both in a way :D There are 50 puzzles featured in the main game - these were randomly generated in a way that eliminated duplication in the puzzles (such as symmetries and rotations), and then filtered by hand based on how challenging they were, how "interesting" the solution was, and so on. In the full app, completing all featured puzzles will unlock "Infinite Mode", which will be purely randomly-generated and will also contain puzzles that are much easier than the featured puzzles, but mainly puzzles that are much harder. Regardless, all puzzles will be solvable (though I've doubted myself sometimes and actually had to look up solutions :P)
#15
Oh no, I always make the silliest mistakes, thanks very much Glaurung for letting me know! The audio doesn't seem to work with Firefox and is preventing the game from loading, so I've removed it for now until I implement a proper fix. Thanks again, I hope you enjoy the game!