This is a reasonable heuristic do to the fact that the players moves influence the game to a lesser extent than one would expect. For match 3 the difficulty is not so difficult to determine, in our case we just measured how many moves does it take to solve the level using random moves. With that said, the levels were balanced so that most are reasonable in difficulty but some (every x levels) were intentionally skewed to be impassable in all but the rarest cases, so you needed to buy a power up to pass it or be extremely lucky. The game followed it's own logic and the random was as "random" as it can get. At least in my case no such manipulations were made nor was I ever asked to do so. I've developed a match 3 game for a free to play hidden object game.
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