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pepe-crush's Issues

Game had no more valid moves, but game did not end if last move was bomb creation

It seems that this happens in this specific scenario:

  1. There is only 1 valid move left: to match a row of 4.
  2. Row of 4 is matched, and a bomb is made.
  3. There are no more valid moves.
  4. Game does not end.

I think this only occurs if the last remaining move was creating a bomb. Perhaps the check for if valid moves exists is not triggered when the bomb is made?

Bomb implementation

Bomb charms

Bomb charms are the same as the regular charm, but they only appear after clearing 4+ in a match, and when used in a match, they will clear all charms of that type from the board.

Appearance

Alternate between the tile and tile+16 to create flashing effect. Example: Tile 1 and Tile 17 should quickly infinitely loop.
bomb-example

Gameplay: How Bombs are Made

  • If the player clears 4 or more charms at once, then one existing charm of that type will become a bomb of that type. If no other charms of that type exist, add it to board from the top.
  • Example 1: User clears a row of 5 ๐Ÿธ. There are no other ๐Ÿธ on the board. From the top, a bomb ๐Ÿธ will appear.
  • Example 2: User clears a row of 4 Mirrors. There are 5 other Mirrors on the board. One of the existing Mirrors will transform into a bomb Mirror.

Gameplay: How Bombs are Used

  • If the user clears a set of charms that includes a bomb charm (such as as with 2 regular โœ‚๏ธ and 1 bomb โœ‚๏ธ), then ALL remaining โœ‚๏ธ on the board will disappear.
  • When remaining charms are destroyed, it does not add more time. Only clearing from matches of 3+ will add time.
  • Charms cleared as a result of bomb do not contribute additional time to the timer.
  • Example: A match of 2 regular โœ‚๏ธ and 1 bomb โœ‚๏ธ happens. 5 seconds are added to the timer. As a result of the bomb, 12 more โœ‚๏ธ are cleared from the board.

Scoring

  • When bombs are used, the scoring uses the same logic as any other match (count * count) for matched set.
  • Additional charms which are destroyed as a result of using the bomb are also counted and scored using the (count * count) rule.
  • Example: There are 15 total scissors on the board. A match of 3 โœ‚๏ธ occurs (and one of them is โœ‚๏ธ bomb). +9 points for the match of 3, and clear them. There are 12 โœ‚๏ธ left on the board, and they are also then cleared because bomb was used. Additional +144 points.

Pretty game start screen

Please make some procedurally generated effect. Maybe something similar to Matrix effect where pixels fall from the top.

Add non-matching swap to illegal moves

Illegal moves

  • cursor tries to move out of board bounds.
  • player swaps two charms which does not result in match. When this happens, animate them swapping, and then immediately swapping back to their original place.

When an illegal move occurs, play the NG sound.

Add score share flow

When the game is over, the user has an option to Play Again, or Share.
If the user selects Share, a new screen is drawn.

This screen includes a QR code, and the text: "Scan to share your score on Twitter!"

The QR code will create a Tweet with the text: "I just scored {score} on #HAIRPEPESuperShine"

Game ended for unknown reason

There are still at least two more moves remaining.
There is still lots of time left.

Game ended anyways.

Sequence.02.mp4

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