I love the pedagogical approach here and the ability to easily hone in on your level before diving into content. Your approach would work really well for other subjects as well.
I thought about this exact question yesterday. Curious to know why we couldn't, if it isn't feasible. Would allow one to upgrade to the next model without fabricating all new hardware.
Thank you for your feedback! We started with just written rules, but those just kept growing, and nobody was reading them anyway. We figured those that need guidance will learn best by guided doing, hence the move to an interactive tutorial. And those that don't can dismiss it once.
Did you feel like it was too long as in wholly unnecessary, or that it would be nicer if it was just more concise?
My friend used to play this game in long car rides with his family, and he wanted to turn that memory into something others could enjoy as well.
My friend and I labored over the word lists for our word game subletters.fun. We wanted the word pairs and at least one optimal path for each word pair to be from words on one list, which were simpler words that we would expect everyone to be familiar with. But players could use their own more advanced vocabulary to solve the puzzles on their own without feeling restricted. Then we bundled literally 10 years of unique word pairs into the game and shipped it.
Great game. I've been having fun with it every day, but today there is no puzzle! Be careful about this. I intuit that not having a puzzle on a day is enough to lose some players, with the number only increasing the more days you don't have puzzles. Not sure how you're doing it now, but you should easily be able to generate thousands of levels and have them all ready in the page like wordle.
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