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Zenge - stylish puzzler with gorgeous imagery - [BETA TEST]

03-13-2016, 06:29 AM
Joined: Apr 2015
Posts: 51
Zenge - stylish puzzler with gorgeous imagery - [BETA TEST]

Hi guys,

Zenge was supposed to go out in the following week, but due to the fact that I need to ask Apple in 1 month advance to feature the game (well, who knows, maybe they will do that), the release date is postponed about a month (set to mid april at the moment).

I'll be honest with You, it's been a year in the making, and I need motivation to keep the ball rolling. The game is created for You, and I'm dying to hear if You - players - like the game or not. That's why I decided to do this beta test. If you want to play the game (it's finished and ready to be released!) - just drop a word in the comment and I'll reach out for your email, so I can add you to TestFlight.

I'll be realy happy to get Your opinions on the game

Here are 2 game trailers (a little bit outdated, but they give a good idea of what the game is all about).

Thanks for help!

Mike aka Hamster On Coke

03-13-2016, 07:23 AM
Joined: May 2012
Posts: 250
Your game looks fascinating! Right up my alley. I'd love to have the opportunity to test it!


03-13-2016, 07:32 AM
Joined: May 2014
Location: Uk
Posts: 542
Yeah I would like to test it
03-13-2016, 07:37 AM
Joined: Apr 2015
Posts: 51
Thanks guys!
Invitations sent.

Hope you'll like it.
03-13-2016, 09:09 AM
Joined: May 2012
Posts: 250
Just downloaded the game and tried it out. I'm only up to Level 8, but wanted to send my initial impressions.

First thing that struck me is the gorgeous graphics!! I wouldn't mind being able to save them as wallpaper. I don't know if he game will be Premium or free, but I'd be willing to pay an IAP to do this.

The game itself is intuitive. No instructions were not a problem. Clicking and swiping around has showed me how it works. The levels start out easy but are ramping up to trickier. That's a good thing.

I love the smooth feel you get when you move a piece.

I was wondering if some pieces will have to be rotated...and how..but I guess I'll find out as I progress further.

I just started and am already looking forward to updates with new levels!!😀😀😀😀😀

Good job! Five stars for sure!🌟🌟🌟🌟🌟
03-13-2016, 12:05 PM
Joined: Apr 2015
Posts: 51
Hey Cccee, so glad you like the game!
Just for the record, it's going to be 1$.

There's a chance the wallpaper mode will be implemented in future updates as that's a sound idea!

Hope you're still playing, and you found rotators, mirrors and other goodies that awaits in latter levels!
03-14-2016, 02:25 AM
Joined: Apr 2010
Posts: 122
Hey I would love to try this game out on my iPad.
03-14-2016, 06:51 AM
Just finished playing through the game, agreed that the art style is lovely and surreal. Very clean 'fantastical' look. Definitely the most enjoyable part of it all - agreed that some of these would look lovely as wallpapers.
Puzzles themselves are not bad. They're not difficult but a few will make you go 'oh, clever'. Being a puzzle pedantic there were a few things I wasn't a fan of (the inconsistent collision detection, the rules of why sometimes joining pieces will deactivate one of their nodes), but overall it was a nice development of the core mechanic and most of the additional mechanics felt natural to this type of puzzle.
Music is very nice and atmospheric. Somehow strikes the perfect balance between feeling epic at some points but always remaining background music.

There was one mechanic that I think could have been introduced better, the portal mechanic. I didn't fully understand the controls of this for a while. It's probably just me being thick but it was a bit of unintended design difficulty that frustrated me for a little bit.

Another thing, the pictures are so beautifully economic with their detail, the puzzle boards themselves feel really cluttered especially in later levels where there are lines and dots and symbols everywhere. It's not bad per se, but for me it clashed with the aesthetic of the artwork. I don't see any easy way of solving this issue but I think making the normal unoccupied nodes solid white dots would help it feel less cluttered (right now the hollow circles are a bit too 'detail heavy'.

I'm just super nitpicking here, overall it's definitely a lovely package, and a steal for your planned price of $1. The finished pictures are lovely and the puzzles, while not difficult, are not tedious or boring - they are creative enough to hold the interest of veteran puzzlers and casual puzzlers alike. Very relaxing game.
03-14-2016, 09:02 PM

What a clever game. I love it! Thanks for giving me an early opportunity!!
03-15-2016, 03:25 AM
Joined: Apr 2015
Posts: 51
TheGreatEscaper: Thanks for the test and warm review, I'm so glad you liked and enjoyed the game!
It's great to hear you like the music, and that it fits the game mood perfectly. I composed it myself, so it's very humbling to hear someone actualy likes it!

Just to address things you've mentioned:
  1. The rules of why sometimes joining pieces will deactivate one of their nodes -> yeah, that's tricky. For the players sanity sometimes brick nodes are deactivated after joining. I saw many players doing too weird moves in couple of levels, getting "lost". So to keep few of level ideas in the game, I had to silently introduce this "feature", without telling anyone, hoping that the overall experience of the level will be more interesting, than discovering my little dirty "trick", which will be forgiven It's all for the players joy of solving yet another puzzle.
  2. Portal mechanic -> it was a hard task to give it the right introduction. The controls intself are pretty easy and self-explanatory, once you get the idea of how they work. But it's hard to explain them without the text, so couple of small-levels were created, like a small playground for the player to play with them. Maybe it's not perfect, but after half year of design, that's the best I could come up with But on the other hand, it's a puzzle game, and I just see it as a part of the puzzle - unpuzzle the controls I hope they were not too frustrating, and you got a good grasp of them after a while.
  3. Levels getting to packed with icons and pictures, losing aestethics -> Thousands options were tested, with different icon size, lines thickness, node bitmaps and so on, and the one that's in the game, is the best balance between level readability and aestethics. Ah, compromises...

Once again thanks for the test. I'm thinking about implementing the wallpaper mode in the nearest update.
Btw, how long it took you to finish the game?

Angiehayman: I'm really happy you enjoy it! Thanks for participating in the test. Have a great time playing