At 5/4/08 04:55 PM, UnknownFury wrote:
I've spent the day building on about 5, yes 5, separate engines. I've decided to completely scrap 2 of them and never work on it again and another I am considering scrapping. 1 of them I'm going to build on a bit more and see if it'd work out.
Which is Fruity Fish?
What would you guys say is the best way to come up with levels for a puzzle game that are challenging?
I only have experience with one (still in alpha) puzzle game...
Anyways, I think one good system is to work backwards - starting with the final step, add in a group blocks or whatever that each require one more move to be performed before the previous setup (shifting the previous setup if stuff moves after stuff is deleted e.g. in a falling tile game).
At the end, double-check that there isn't an easier method you overlooked.