bontegames
Hi! I'm Bart Bonte, a Belgian independent game designer and bontegames.com is where I blog about new interesting browser and mobile games. My own games are all in the left column (or at the bottom of this page on mobile). More info about me and my games on bartbonte.com.
Get in touch: email - twitter - facebook - youtube - instagram
August 14, 2016
clickplay time 6
The play button has gone missing once more. So it's time to go searching for it again in each of the scenes in Ninjadoodle's latest: clickplay time 6.
Labels:
clickplay,
ninjadoodle
Subscribe to:
Post Comments (Atom)
If you are you looking for a solution or a walkthrough for one of the game links, please have a look in the comments.
Are you on facebook? Bontegames is too! Like the bontegames facebook page:
Are you on facebook? Bontegames is too! Like the bontegames facebook page:
22 comments:
Clever. For me, the levels are wildly erratic in difficuly. The chess knights and the stack of four wheels were incomprehensible. The others were pretty easy.
The variety is a nice touch.
As Stevens says the levels are extremely varied in difficulty. I had to use the walkthrough for the cylindrical 'wheel' one and the chess one and again found the others easy enough yet still a challenge. I've never watched Scooby Doo but from the letters given I managed to guess the name. I like the fact this one is very mixed with regards to level types and you don't keep getting the same style of puzzle over again like the storyboards.
The wheel stack and chess puzzle were ridiculous. Trial and error on the wheels (walk through needed) I know NOTHING about chess, again walk through needed.
FWIW, one of the solutions given in the walkthroughs is also wrong.
This thread just proves I'm as weird as I feared, I found the knight puzzle and the cylinder puzzle to be easy to understand, and reasonably easy to solve, although it took a few iterations to identify the cylinders with the image components.
I had no end of trouble with the relatively twitchy click-to-rotate, click-to-shoot one, took me many tries to get it.
Doesn't work at all for me, just get a white screen.
The knights one could be better. I figured out pretty easily that it's the number of moves you have to make to get to the square, but unfortunately there are two solutions to that puzzle so it took some trial and error for me to figure out it's looking for the least number of moves for the knight to get to the square.
I also missed the rating feature on this one. :(
The cylinder puzzle was absurd. I understood the principle of it, and figured out which section rotated which piece, but still couldn't quite manage it without the walkthrough.
I loved the chess puzzle.
I guess these things vary from one player to the next. What's "fair" is hard to define in that context (well, it's hard to define in almost all contexts, now isn't it?).
When I was a kid, I used to love doing the what-comes-next type of puzzle, like, 0, 1, 1, 2, 3, 5... yeah, 8 comes next. But I remember not being able to solve this one: OTTFFSS. It's "E," the first letter in "Eight." To me, that one seemed "unfair," becuase you had to apply some exogenous information, as opposed to just using math or cracking some self-contained code. I felt it was no more fair than asking what comes next in OFWAIH,HBT. So I guess the chess puzzle is like that. If you recognized the knight as a chess piece and know how it moves, you might be able to solve it (I did recognize it and knew how it moved, but I still didn't make the leap to counting how many moves it needed to take the X in each case, and, uh, there is no X in chess).
At some point, it stops being a puzzle, and just becomes Trivial Pursuit.
It would be nice if the hint button gave a small hint instead of talking you to a page with just solutions.
The chess knights made sense to me once I worked out the question was "how many moves to get the knight to X?" But you need to know how a knight moves and infer the question. The cylinder also drove me nuts - too frustrating trying to ID the moves from the rotation. But that was the only level I needed the walkthrough for :-)
The level that bothered me the most was the one where you have to click to rotate your gun, then click again to shoot. It took me several tries before I was able to wipe out the enemies. That one was all about timing. The rest were pretty easy.
@tom... I KNOW! level 9 with the tapping and rotating and shooting was frustrating!
and i consider myself a good "fast twitch" player... but, finally, i got through it... perseverance always pays off :)
I never expect much form click play games, but it gave me something to do while waiting for the Tangerine exchange to update.
@Anonymous 01:35,
SAME
The rotating shooting thing is hard using my laptop with a touchpad. I'm not as quick with a touchpad as I am with a mouse. I'll have to try it again on my desktop.
Mitigated.... if you did not watch Scooby-Doo you'll need help. I found the rotating thing extremely boring. As for the "shoot the invaders" level, it seems to me its place is not is this game.
Last, I share Emily's opinion : a "Hint" button should give a hint....
there is always one level in these games that spoil the enjoyment of the whole. definitely the silly shoot the tops level. .
The shooting level......just not right for this type of game. Played it for a while and .....I'm out! If there are levels after that, I will never get to play them.
Sad, and so very clever up to that point.
I tried it today ... So, for all who are going to try it even later than me:
She shooting belongs to that type of game. As you change direction each time you shoot, you should recognise the possibility to shoot repeatedly, if your first shoot on a new target missed it. So you can play it with a laptop very easily.
Excuse me but does anyone know the answer to Phoney Digits?
Post a Comment