Nothing new
This is more deserving of a "nothing new or too interesting vote" than any game I've ever played.
First game I made in AS3. Made it in September of last year. Look forward to seeing more games in the near future.
Nothing new
This is more deserving of a "nothing new or too interesting vote" than any game I've ever played.
Well..
If I want to play this game, I got Purble Place. On there, I get smoother animations on the flips, i can interrupt those animations whenever I want to get in some new clicks, and I can cancel the one tile I have flipped whenever I want to. Oh, and some plinky sound effects too. And powerups and stuff.
What you got is really really rough. You need some polish on it to make it fun, and maybe a little different. Provide a bit of incentive too. The way it's looking like now, it's like you don't want anybody to play : a high-score posting, so you can compete with other people, maybe just some flashy graphics to catch the eye, maybe a little story to go with the whole game (iono, somebody kidnapped your princess and challenged you to matchup if you wanna get her back? that's better than nothing, and it's tried and true)
I'd go with the unlockables idea like the guy beneath suggested, like time bonus and free match (and maybe some random stuff like color code the tiles) but add some traps as the levels progress just to make balance it out too.
Keep on making games y'all
The animations are meant to proceed uninterrupted so that the player can't simply click as fast as they can in order to win. As for everything else I appreciate the input and will definitely consider what you said in my next release.
Fun...
But I will suggest a few things. It is wayyy too easy to fail, so give the player a little more time. Next, add some unlockable cheats by like.. getting combos and stuff. Nice though.
I like the idea of rewards for combos. Thank you for the idea.
Decent, needs work
Pretty ok 1st attempt at things. BGM would have been nice, and there's a pause after you beat a level that gets old fast. good attempt though.
Yeah, that delay was put there so the player wouldn't zoom through to the next level without realizing they were starting a new level. I suppose it could be shortened a bit.