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Reviews for "Rullo"

Really good game.

Beautiful, and really complex. I've never seen a puzzle like that.

░ Pros> The overall idea looks nice and it seems well executed:
It's a relaxing math puzzle game with smooth animation and intuitive interface for Movile touchscreen. The rules are explained very well, and in with one simple infographic screen.

▓ Cons> Removing the difference of perception when playing (hands vs peripheral) that determines how we intuit controls (because in a PC, some movements are hard to find in an intuitive way -like the locknumber-), the problem is in the Tutorial screen. Let me explain:

Before anything else the problem only occurs with rookies.
While the rules are explained, the "how to play" isn't. By not demonstrating the gameplay it becomes less userfriendly. Thus, it prevents the player / user facing for the first time in the game, can not experience a proper casual experience.

▒ Devolution> If the axis of the game is to Relax the «player / user» while making an intellectual activity and because of the difficulty of the game, the usability of the interface should not leave room for doubt. Beyond this the game is perfect.

This puzzle is about adjusting several sequences of circumstances in such a sequence that ultimately satisfies the requirement of bringing all the interdependent sequences to a closure. It's about finding a perfect compromise that will satisfy multiple interdependent requirements. It's actually a puzzle that consists of many sub-puzzles: each row or column is a minipuzzle in itself, but the player is required to not only find a solution to each of them, but also to find the only solution that will also enable solutions to all the other puzzles in the system. So, in order to solve one puzzle and overcome the uncertainty, player is required to solve, or at least make a hypothesis about some of interrelated puzzles in advance, until he a) finds a point of impossibility, i.e. such an inevitable consequence to the supposed action, that will prevent one or more minipuzzles (rows or columns) from solving in the future; b) find a puzzle that can be solved in one way only. Thus the player will achieve absolute certainty regarding one of the puzzles and a starting point to unravel the entire puzzle. For example, one of the rows can be solved in two possible ways. This creates an uncertainty, that a player has overcome by estimating if each of the columns, affected by the possible choice, will remain solvable. If both of them will, then uncertainty remains. Player has to attempt solving the columns and see if their solutions produce uncertainty. The longer is the sequence of the puzzles player has to solve in order to reduce the uncertainty, the higher is the difficulty.
With that said, game presents this kind of puzzle with maximum clarity and convenience, reducing all possible distraction to a minimum yet retaining a highly functional and visually cohesive design. The only option I thought to be lacking is the possibility to mark certain numbers that are estimated to stay "active" no matter what, i.e. the numbers of absolute positive certainty (for example, in the row of numbers "10, 1, 2, 3, 2", with required number "13", the number of an absolute positive certainty is "10"; on the other hand, in a row "9, 3, 2, 5, 3" number "9" is a number of an absolute negative certainty). Also the randomness of challenges’ difficulties in the endless mode seemed completely random.

I love this game. Simple but addictive. I'm sure it's very good for my brain!
For the commenters who wanted a mobile version, your wish was fulfilled: there is now a mobile version for iOS and Android.
I would say it would be very good to be able to sync our progress on different devices.
Maybe with Facebook?