GCPP:Proposal-Bluntnose
Puzzle Codename: Bluntnose
Contact | |
Username: | Ravennittes |
Additional contact info: | On Hunter as Selenius, catwalk7775@optonline.net, blabbermouth218 |
Project forum thread: | Discussion |
Game concept
A game in which the player clicks on segments and they disappear.
Objective
Make the pieces fall in a given order into the oven.
Gameplay
The player is greeted with a board that is strewn with groups of shapes and colors. These are clickable by the player only if they're a group of 3 or more. The board would hold about 200-500 small pieces on the board.
It's not a terribly hard game, and it allows the player to be able to do something else while playing, unlike most of the other puzzles in the game.
The harder maps would include more colors or shapes, and the pieces would be more spread out, making it harder for the player to score as high as before.
The player clicks on any group bigger than 3. The smaller groups give much smaller values of score (like 1 or 2) whereas large groups give much larger amounts (like 100-200). After each set is destroyed, they do NOT get regenerated.
When pieces are destroyed, they disappear and any pieces above them fall. If there are no pieces left in the column, then the pieces to the right slide over to the left to take the place of that column.
Update 5:00 PM on April 6:
Special pieces:
Tornado: 'Spins' (re-distributes) pieces around. Needle: 'Stitches' groups together for big points! Gold Bar: Match all together in one group to recieve a bonus.
Depending on how the player performs, a certain number of pieces drop from the screen (randomly generated). The better the person does, the more pieces drop.
Update 8:21 AM on April 8:
Blocks do not get destroyed unless clicked on by the player, however be warned, really large groups will topple and redistribute themselves if left alone for too long.
Scoring
The greater the groups killed, the greater the score. The amount left behind at the end is subtracted from the score (for ranking and skill)
Variability
Every board is randomly generated (with a few guidelines of coarse for difficulty).
End criteria
The puzzle ends when there are no more moves are available.
Difficulty scaling
The difficulty can be scaled by increasing the spread of the colors and the number of colors on the board. The harder, the more pieces drop, and the less like each other they are.
Crafting type
Tailoring/Furnishing (can be used for ANY industry, even those not yet concieved of).
Known problems
No time limit, but no time factor, so it could never end.
Notes
{{{notes}}}
Images
{{{images}}}