Hello, everyone.
I am 【N】 from the Logiart Grimoire development team!
Thank you for playing Logiart Grimoire!
We are checking all the comments on the bulletin board and
reviews as a whole development team.
We are very happy to receive so many responses!
We are currently actively working on implementing the
tutorial screen.
This screen will provide information about Fusion, as taught
by Emil in the early stages, and tips for solving puzzles.
Now, let's discuss puzzle creation.
When Jupiter creates puzzles, we aim to create shapes that
convey the subject matter while using as few lines as possible.
Of course, depending on the subject, we may increase the areas
filled with solid colors rather than relying solely on lines.
(We also use solid colors for areas that need shading, for example.)
However, it's essential to ensure that the puzzle remains solvable.
That's a challenging aspect of our work!
Even if we create shapes that look great, it's a common occurrence
that the puzzle doesn't work as intended.
The puzzle designers are always grappling with this issue.
Furthermore, controlling the difficulty of the puzzles is also quite
challenging.
In particular, making puzzles more difficult is a tough task.
Reducing the filled-in squares tends to increase the difficulty,
but doing so can lead to puzzles that don't work or can't
adequately represent the subject matter.
Conversely, reducing the difficulty of the puzzles is relatively
easier than increasing it.
Adding more filled-in squares allows for some degree of adjustment.
Speaking of "lowering the difficulty," the difficulty level of the
10x10 puzzle "Pickaxe" during the tutorial was significantly lowered
before the early access release.
There was feedback from within the company that it was too
challenging for a tutorial puzzle!
For those of you who have been playing Logiart Grimoire, if you
found any puzzles particularly challenging, please do let us know!
We'd love to hear your feedback.
See you again!