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Solve fifty complex puzzle challenges by using the properties of the prizms to affect and alter the colors of the prizms around them. The goal is simple, in each puzzle make all the prizms the same color. Prizms change color by being clicked twice, however, every type of prizm affects the prizms around it differently. All puzzles begin in with the central prizm, and every move is always adjacent to the move before it. Solve puzzles within the restricted number of moves to progress forward and unlock more puzzles.

This game is a new, and updated version of PrizmPath. Currently, it is for Windows, Mac, and Android.

Latest Blog

Android Version and More!

So, finally, after weeks and weeks of work and adding new levels and modifying code, and just doing a lot of cleaning up and formatting.... It's finally here! An playable android version of the game can be found here.

Or you can download the revised Mac and PC versions. Let me know your thoughts!

Other than that... I think PrizmPath: Revision is finished. Of course, I will clean up any bugs or problems if any arise, but they should be few and far between if there are any at all. I had a lot of fun making this and I hope you all enjoy it too!
  • Completed
  • huntermusicandtv
  • Unity
  • Puzzle
  • 01/20/2015 02:30 AM
  • 03/02/2015 11:24 AM
  • 02/16/2015
  • 19074
  • 2
  • 31

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Pages: 1
NeverSilent
Got any Dexreth amulets?
6280
Hm, I tried to post this on the blog entry asking for testers, only to find it had suddenly disappeared....

Nice to see you've been working on a new version of PrizmPath. The original game is on my "To Play" list, but do you think I should rather play the Revision instead now?

Either way, I would be very glad to help testing this game in principle. I can however safely say I won't have the time to do so during the next two weeks (due to the game jam), and can totally understand if that's too long for you to wait. But I thought I should at least let you know I'm interested.

Good luck finishing this project!
author=NeverSilent
Hm, I tried to post this on the blog entry asking for testers, only to find it had suddenly disappeared....

Nice to see you've been working on a new version of PrizmPath. The original game is on my "To Play" list, but do you think I should rather play the Revision instead now?

Either way, I would be very glad to help testing this game in principle. I can however safely say I won't have the time to do so during the next two weeks (due to the game jam), and can totally understand if that's too long for you to wait. But I thought I should at least let you know I'm interested.

Good luck finishing this project!


Ah, yes. I ended up removing the blog cause I figured since this was a small game, maybe I should just open the floor to anyone who wants to give it a go and take whatever feedback I can get from anyone willing to try it out.

But I'm surprised you actually know of the original PrizmPath! As for whether you should play this one or the original, I'm biased, but I would say this one. My reasoning is that the original is a little more complex and a lot more buggy. However, I have had a few people say that they found the original easier since it tells you whether you clicked on a correct prizm or not.

If you would like to be a tester in a couple of weeks, I'd gladly allow you to do so. I don't know how far I'm going to taking this project. It's 30 levels right now, but if there is enough interest in the game and concept, I will add more to it based on feedback I receive from people.

Thank you for showing interest in PrizmPath though! I greatly appreciate it :)
NeverSilent
Got any Dexreth amulets?
6280
Okay then. I'm going to try out this game as soon as I can. I'll let you know when I've started and if I come across anything I feel I should comment on.
Until then!
NeverSilent
Got any Dexreth amulets?
6280
I'm sorry it took me so long to actually play this game and give you my feedback as promised. But better late than never, I guess.

Overall, I think the game is solid and well-made. I didn't find any bugs or game-breaking issues, and most levels I got to were fun to figure out. I also managed to "break" quite a few of them (levels 3, 4, 5, 9, 10 and 12, to be precise).
Unfortunately, I didn't play the entire game as I got horribly stuck on level 15. The levels after that seemed equally difficult, and even though I'm normally not too bad at puzzle games, I had to give up at that point.

Here are some more notes about the game:
- The concept of the game itself is not highly original, but it's pulled off in an interesting way. The different types of Prizms make it a much more interesting exprience.
- While the idea of having the Prizms constantly light up is nice, it goes a such a rapid and intense pace that it can become tiring for the eyes. I would suggest slightly reducing the frequency of the light effect on the Prizms to make it less distracting.
- This is very much a matter of taste, so don't take my word for it: I found most of the background music to be irritating rather than enhancing. I understand the mood you are going for, but some of those tracks are just so weird and dissonant that it makes it very hard to concentrate while hearing them. Unfortunately, the mute option also gets rid of the other sound effects, which I would have liked to stay.
- It would be nice if while playing a certain level, the game would display the number of this level somewhere on the screen. That would make it much easier to keep track of one's progress and find previous levels again later.
- On the starting menu, upon clicking the "How to Play" or "Devs" buttons, it would help if the graphics of the menu didn't stay in the background. Since the other buttons and the text on them are still visible, some of the info text becomes rather hard to read.
- Perhaps the most important point: The difficulty curve of the game is too extreme. Whenever a new type of Prizm is introduced, a very simple level lets the player figure it out, which is good. But after that, the next level is often already very difficult, leaving the player with no chance to get more used to the new mechanic. Having at least one additional easy to medium-difficulty level after the introduction of a new Prizm, to allow the player to familiarize themselves with it some more, would make the game a lot more accessible.


I hope this is somewhat helpful to you.


I have been thinking about writing a review for this game. The score would neither be exceptionally high nor low. But since I offered to test it and I'm not sure if you consider the game ready, I thought I should ask you first if you're okay with that.
Hey, NeverSilent. No worries. I appreciate the detailed look you took into the game, and giving me some concrete feedback that I can work off of :)

A lot of the stuff that you suggest are pretty quick and easy changes that I can do with relative ease (prizm flashes, starting menus). I do have the level number displayed in the pause menu of the game, but I could see how displaying it during gameplay would also be helpful.

As for the music, I see where you are coming from with how it being as dissonant as it is, that it can be distracting. However, to me, that music is PrizmPath in a sense. All that music was composed by me with PrizmPath in mind, and I feel like if that wasn't the background music, it wouldn't quite feel the same, or fit my overall artistic view of the game. But I do think I can add in a feature where one can choose to mute just the music or both the sfx and music, if you think that might be a good middle ground?

I definitely can understand what you are saying about the difficulty curve, and I will probably go back in and take your advice by trying to balance things out better by having one more medium difficulty level before presenting a extremely difficult puzzle. In the Android version, I have a "hint" button that allows players to receive the reward of having the next move shown to them for watching an ad. I wanted to add in some sort of PC/Mac equivalent, but I struggled with coming up with a good way to implement that in those versions, other than a timer that would only allow you hints every so often (this idea was hated on by anyone I pitched it to).

I am extremely grateful for your feedback, and it has been very helpful. I think you gave my game a very fair analysis, and if you wanted to give the game a review, no matter what score you gave it, I would be appreciative of it. I am definitely going to make another update to PrizmPath, but it may be a couple of weeks, just because I am currently working on revamping my website.

I just want to thank you again for giving me all this feedback, and for showing interest in my project. It's very motivating haha :)
NeverSilent
Got any Dexreth amulets?
6280
No problem, I'm glad I was able to help you.

I see your point about the music and think your compromise idea is a good solution. The "hint" issue is a bit more difficult - the only possible ways I could think of are to either allow only one hint per level (which has the disadvantage that people could still get stuck even then), or grant the player a certain amount of "points" they get at the beginning or for solving a level without help. These points could then be expended for hints.
But you'll probably come up with a better solution.

I'll try to get the review done within the next few days. I wish you success developing the game further in the meantime.
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