Coinski has got an update, you can read more about it here. I'm celebrating it with some new promo codes! Please reply if you take one 6FYN637477ER Y9M9L9XWKX64 PXLN3KEXYY6F K37WW7LRLLAX EATWKF6FXA7X 3Y3XJW9H667X R6T647F9KR7J 6KF636XFRT6X YRTFWXYF73H3 L7AP3J7T6ME9
First code 6FYN637477ER redeemed thank you. Impossible to see what this does from the screenshots but makes sense after seeing it in action. Its an interesting type of physics puzzle. Will practice in solo mode to try and figure out some sort of winning strategy.
I think this will have to be Game of the Year from a design perspective. Its an ingenious concept and understandably #1 puzzle and board game in Netherlands. It should be everywhere else too. There is much to consider and every coin drop can completely change the board state making each play different. The combination of gate shifting, 3-coin drop timing and tilt ability makes for a unique thought challenge. Finding a winning strategy is not so easy, especially when there are many coins on the board as the number of interactions can be too overwhelming to calculate. It is for me at present anyway as I have still to reach the 10 game average of 8. Got to 7 and then played a succession of zeros Whod have thought dice would provide an interesting opponent. Sometimes its stupid and other times it seems to keep selecting exactly the right moves. Im wondering how you devised the idea for Coinski. It almost looks like it is based on a physical machine but that doesnt seem possible.
Wow thanks Stronsay!!! I thought no-one would ever ask It started with the gate-shifting mechanic for a turn based two player game, an idea I got in the eighties for a C64 basic game. I never got it too far because the disk got lost. I got interested in programming again because of Shift Plaugrounds and decided to give it another try, now with SpriteKit (and its physics engine). The other parts are solutions to problems the basic mechanic brought. I wanted it to be engaging, which is why it became a betting game. Then it needed a timer because sometimes not moving was the best option. The game tended to get crammed with coins, which is why three coins on top of a gate make it move (I’ve tried several bad alternatives). Then it seemed that people would play it alone rather than together. I had no idea how to implement AI for an opponent (hardly understood my own game) so that’s what brought the idea of dice in combination with a ten game average norm for moving up a level. The tilting came only very late (months after first release in September). I just noticed that I wanted to tilt my device all the time and then I thought: why not? This also happened to solve a nagging problem that sometimes a coin would fall on top of another coin and should move sideways, but didn’t. This felt unnatural and unfair and I tried lots of way too complicated things to make it move to a random side before the tilting was there, making the game double as nice. I’m really happy with it Thanks a lot again. This is very encouraging.