Hexcells

Hexcells

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Janis Paegle 20 Jul, 2014 @ 11:31pm
one huge flaw
imo this game has one huge flaw, it does not punish you for mistakes, after discovering it im just clicking until all spots open cos why not? game instantly becomes boring like after 2 mins of discovering that :(
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Showing 1-11 of 11 comments
BlaXpirit 20 Jul, 2014 @ 11:32pm 
So when you make a mistake you ♥♥♥♥♥♥♥ restart
Janis Paegle 20 Jul, 2014 @ 11:36pm 
Originally posted by BlaXpirit UA:
So when you make a mistake you ♥♥♥♥♥♥♥ restart
why? i just can open map with clicking, then remember where are blues, then brainless click again

you know that brain always will look how to do task in a most simpla way right?
Last edited by Janis Paegle; 20 Jul, 2014 @ 11:38pm
Berahlen 21 Jul, 2014 @ 9:17am 
Not if it's interested in a challenge. I mean, you could just google screenshots of completed puzzles and walk out with a Perfection achievement in an hour or so, but that rather defeats the point of playing a puzzle game.

Also, good freaking luck just remembering where stuff is in Plus.
Last edited by Berahlen; 21 Jul, 2014 @ 9:20am
Janis Paegle 21 Jul, 2014 @ 11:11am 
kinda yeah but i like games where i have like 5 lives/mistakes to make b4 level resets, thats more interesting than knowing that i will just not get the best score
Berahlen 22 Jul, 2014 @ 9:18am 
Then reset the level if you make five mistakes.
Breadgoods 1 Sep, 2014 @ 1:55pm 
I think the point of the lack of punishment is to allow the player to set their own goals rather than following arbitrary ones set by the designer. A fine ethos to cultivate if you ask me. I don't think a lives system fits with the ambient, chilled out aesthetic of the game either.
Gwinda 2 Sep, 2014 @ 6:01pm 
Have a friend hit you with a hammer for every mistake you do. Then we can talk about being motivated!
IvanDashSmith 3 Sep, 2014 @ 4:51pm 
I like to think of it in the long-form. If you punish the player right now for making a lot of little mistakes, and force them to start from scratch, what is the benefit when the puzzles are pre-made? You would be trying to create extrinsic motivation for the player to not mess up with the fear of having to start over, which is arguably more of an exercise in frustration rather than learning and improving.

But what we have here is treating the player as an adult, allowing for their intrinsic motivation in wanting to do it perfectly. In a way it's almost like having the answers in the back of a book on homework.

Now for the randomly generated mode in the $5 version, I feel there should be a punishment for too many wrong inputs.
ChaosSoul 25 Feb, 2015 @ 7:26pm 
Originally posted by Gwinda:
Have a friend hit you with a hammer for every mistake you do. Then we can talk about being motivated!
That just made me laugh so hard hahaha
Poobah Gorg 26 Feb, 2015 @ 1:25pm 
I restart mine every time I make a mistake. Because OCD!

Where that gets annoying is that the vast majority of my mistakes are due to simple screw-ups or failed muscle memory. Sometimes I click a different button than I'd intended to. I used to do the same thing in Minesweeper, so reversing the buttons to match that wouldn't likely help me much.
Berahlen 26 Feb, 2015 @ 5:39pm 
Originally posted by Gwinda:
Have a friend hit you with a hammer for every mistake you do. Then we can talk about being motivated!

"For every sprinkle I find...I shall KILL you."

Originally posted by IvanDashSmith:
Now for the randomly generated mode in the $5 version, I feel there should be a punishment for too many wrong inputs.

The random generator is only pseudorandom. The level is generated identically each time for whatever seed you give it.
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