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App description: Septenary is an addictive number strategy game based on a simple mechanic: move number tiles around on a 8x8 grid so that same-number tiles touch each other and fuse into a larger number tile. The larger the number, the higher the score. Fusing more than three tiles and creating chains grant special tools that can help in tricky situations.

After every move, random tiles appear. As the play continues, the number of random tiles will increase, but more special tool slots will be unlocked. The shifting challenge forces the player to adjust their tactics progressively. How long can one last before the game board is filled up?

Features
========
- A Campaign mode comprising 80 levels with 4 types of goal.
- An insanely addictive Endless mode, to be unlocked after completing 20 campaign levels.
- Various types of special tools to be progressively unlocked at high levels.
- Compete on 6 leaderboards and unlock 10 achievements.
- No micro-transactions, no pay to win.
- Developed with Unity.


Gameplay Video:
https://www.youtube.com/watch?v=-6AZOs8AXSQ

ExK's comments:



Youtube link | Pop Up


Septenary is an addictive number strategy game based on a simple mechanic: move number tiles around on a 8x8 grid so that same-number tiles touch each other and fuse into a larger number tile. The larger the number, the higher the score. Fusing more than three tiles and creating chains grant special tools that can help in tricky situations.

After every move, random tiles appear. As the play continues, the number of random tiles will increase, but more special tool slots will be unlocked. The shifting challenge forces the player to adjust their tactics progressively. How long can one last before the game board is filled up?

Features
========
- A Campaign mode comprising 80 levels with 4 types of goal.
- An insanely addictive Endless mode, to be unlocked after completing 20 campaign levels.
- Various types of special tools to be progressively unlocked at high levels.
- Compete on 6 leaderboards and unlock 10 achievements.
- No micro-transactions, no pay to win.
- Developed with Unity and optimized for Intel x86 mobile devices.

iTunes
======
https://itunes.apple.com/us/app/septenary/id966547928?mt=8

Screens
=======




02-24-2015, 07:52 PM
#2
Joined: Feb 2013
Location: Singapore
Posts: 468
1.0.2

- The location and number of the next set of tiles are now precisely indicated. This significantly reduces the randomness and elevates the strategic power of the game.
- The tutorial is now more elaborate. It covers the newly introduced predictive elements and explains the scoring system in detail.
- Improved the goal description.
- Improved the image resolution of the tutorial.

Last edited by ExK; 02-24-2015 at 07:55 PM.

04-03-2015, 10:46 PM
#3
Joined: Feb 2013
Location: Singapore
Posts: 468
1.0.4
- Adjusted the difficulty of level 12.
- New icon, new styling.
04-04-2015, 12:35 AM
#4
Joined: Feb 2009
Location: Saratoga, CA, USA
Posts: 11,781
Quote:
Originally Posted by ExK View Post
1.0.2

- The location and number of the next set of tiles are now precisely indicated. This significantly reduces the randomness and elevates the strategic power of the game.
- The tutorial is now more elaborate. It covers the newly introduced predictive elements and explains the scoring system in detail.
- Improved the goal description.
- Improved the image resolution of the tutorial.
I actually found the tutorial text rather blurry on my iPad Air.

Decent game but can I make 1 suggestion.

The top score for a level should ONLY be recorded if the player successfully completes the level.

I find it far too easy to rack up a huge score if I simply ignore the mission at hand.

Tim "Lord Gek" Jordan, Game Consultant
Twitter: LordGek
GameCenter, iTunes: Lord Gek
My iTunes Reviews

Last edited by LordGek; 04-04-2015 at 12:38 AM.
04-04-2015, 03:23 AM
#5
Joined: Feb 2013
Location: Singapore
Posts: 468
Quote:
Originally Posted by LordGek View Post
I actually found the tutorial text rather blurry on my iPad Air.

Decent game but can I make 1 suggestion.

The top score for a level should ONLY be recorded if the player successfully completes the level.

I find it far too easy to rack up a huge score if I simply ignore the mission at hand.
Hi LordGek, thank you for your suggestion.

We're sorry for the tutorial text images. Currently our games have a resolution of 1920x1440 so that the old iPad generation 2 can still enjoy them. There would be some fuzziness on iPad Air devices.


As for the score, that's actually the intention - to encourage the replay of a level in order to pump the highest score. The score that goes toward the leaderboard is the absolute highest score you can get on ANY level, including the endless mode (unlocked once you've cleared level 20).

Last edited by ExK; 04-04-2015 at 03:25 AM.
04-04-2015, 07:39 AM
#6
Joined: Feb 2009
Location: Saratoga, CA, USA
Posts: 11,781
Quote:
Originally Posted by ExK View Post
Hi LordGek, thank you for your suggestion.

We're sorry for the tutorial text images. Currently our games have a resolution of 1920x1440 so that the old iPad generation 2 can still enjoy them. There would be some fuzziness on iPad Air devices.


As for the score, that's actually the intention - to encourage the replay of a level in order to pump the highest score. The score that goes toward the leaderboard is the absolute highest score you can get on ANY level, including the endless mode (unlocked once you've cleared level 20).
Err, I get that and love the replay it encourages, but what I'm saying is that in some of the trickier non-endless levels it is easy to make a huge score that completely ignores the level's objective AND then when I do actually finish the level successfully I have a much lower score.

What I'm suggesting is a lot like games such as Candy Crush already do. Your score is only counted IF you complete the level. If you complete the level objectives for the first time, that score is recorded and when you replay the level at a later date, even if you score more points but do not successfully complete the level, the original score still stands. If you later replay the level, completing the objectives and score more points, then the new score is recorded.

All this is moot, of course, in Endless levels where the current system should still be used.

Tim "Lord Gek" Jordan, Game Consultant
Twitter: LordGek
GameCenter, iTunes: Lord Gek
My iTunes Reviews
04-04-2015, 07:57 AM
#7
Joined: Feb 2013
Location: Singapore
Posts: 468
Quote:
Originally Posted by LordGek View Post
Err, I get that and love the replay it encourages, but what I'm saying is that in some of the trickier non-endless levels it is easy to make a huge score that completely ignores the level's objective AND then when I do actually finish the level successfully I have a much lower score.

What I'm suggesting is a lot like games such as Candy Crush already do. Your score is only counted IF you complete the level. If you complete the level objectives for the first time, that score is recorded and when you replay the level at a later date, even if you score more points but do not successfully complete the level, the original score still stands. If you later replay the level, completing the objectives and score more points, then the new score is recorded.

All this is moot, of course, in Endless levels where the current system should still be used.
I do understand what you said the first time, and we appreciate your perspective .


the intention of the current design, is to recognize the player's effort, even when he fails to complete the level. In later levels, the objectives are challenging so multiple trials might be necessary to achieve the objectives. It's likely that, in one of the failed trials, the player achieves a very excellent score. We would like to count that score toward his achievement, because a prolonged lack of achievement causes a very negative feeling.
04-04-2015, 09:07 AM
#8
Joined: Feb 2009
Location: Saratoga, CA, USA
Posts: 11,781
Quote:
Originally Posted by ExK View Post
I do understand what you said the first time, and we appreciate your perspective .


the intention of the current design, is to recognize the player's effort, even when he fails to complete the level. In later levels, the objectives are challenging so multiple trials might be necessary to achieve the objectives. It's likely that, in one of the failed trials, the player achieves a very excellent score. We would like to count that score toward his achievement, because a prolonged lack of achievement causes a very negative feeling.
Okay, fair enough.

Tim "Lord Gek" Jordan, Game Consultant
Twitter: LordGek
GameCenter, iTunes: Lord Gek
My iTunes Reviews
04-04-2015, 03:25 PM
#9
Joined: Feb 2013
Location: Singapore
Posts: 468
thank you again for taking the time to feedback, lordGek!
05-17-2015, 04:30 AM
#10
Joined: Feb 2013
Location: Singapore
Posts: 468
1.0.5
=====
- Adjusted the difficulty of level 52, 68, 75 further.
- Recompiled with Unity 5.0.2