When a testing feature becomes a core mechanic. (Slide)

I never imagined that something we put in purely for testing would become a much sort-after strategic feature. Picking up the random drops was only ever going to be used in testing but we’ve all found it to be a really nice addition. Saving up your drops for later has become a core strategy and we now have a competition going as to who can solve the puzzle with the most remaining.

Also using Gems doesn’t count toward your final move count so the more you can save and use when needed really helps. Now I’ll have to come up with some more and maybe some that don’t treat you so kindly.

On a side note the Godot → Assembly system is now working flawlessly. Very nice. Best to All.

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it seems like perfect

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Thanks for that… Going to be working on the finish transition screen and main menu next then some more random drops, was thinking maybe some bombs which would reshuffle the grid if you desire, though some may be booby trapped to exploded immediately if picked up immediately unless covered by another tile. Also money and other items to help later in the game. Always open to suggestions..