Developing software requires high level/architecture type decisions that you mention in your first paragraph. It also requires solving many small fizz-buzz size subtasks, which are necessary and demonstrate competency.
A marathon runner doesn't need a stellar 100 yard dash time, but they should at least be able to jog 100 yards.
This is a big assumption. There are levels where the economics don't work out for drivers and riders are willing to pay - it remains to be seen whether are not Uber is profitable at these levels.
I loved Threes, 2048 and this is just as great - thanks!
However, one thing that I dislike about this game(and something that could be changed in the next version or permutation) is that gameplay is TIME based instead of TURN based. It makes the game less about strategy and more about being quick with your mouse. It also makes the game less appealing as a background task and something to stop and come back to; ie something to do while waiting for something to cook or during television commercials.
This is great. But I really wish it wouldn't eat my remaining moves because it doesn't see any moves available. The player can rather spend those moves organizing his pieces. As it is, currently the player must also think ahead whether any move will also make the game think there are no moves left, and immediately drop more pieces on top.
or even potentially the counter goes back up for each mach. A single-match move would mean no change in the counter, while a combo move would drive the counter back upwards
I also enjoy the game very much! The only thing that bothers me is the modal dialog at the end- with only options of get the app or restart. What about an option to simply close the modal? For some reason this bugs me. It might be important if you add a variable (faster speed, etc.) that I want to change before I restart.
YES, I like this much better. In particular I like the pieces dropping in from the top and ruining your hard work. The feel is completely changed from frantic pacing to more of a strategy. Very well done.
Nice. It feels like the linking of pieces starts to early, or is even unnecessary. It takes longer to finish a game without it, but the linking feels unnecessary.
Couldn't agree more. I would also add that it's very unappealing due to the fact that I have to use a mouse/track pad at all, though clearly this was made with touch screens in mind. You add that I have to be quick about it too and I find myself struggling to remain interested.
Yeah I never intended or expected anyone to ever play this with a mouse. But I don't mind!
At some point it got posted on some Russian DoTA league site and generated a bit of (mouse) traffic there for a while - I guess those guys are pretty good with a mouse though.
The timer is the game. It's about making matches quickly, and the game would be far too easy if you got rid of the timer. You'd have to make other changes to the format instead, to make up for the lack of timer. Quarter the number of rows perhaps? but then that leaves you at the mercy of the RNG, and it sucks when you lose a game because the RNG dealt you an impossible game.