Change reaction isnt one i've played a lot of, don't know why, but JIm Kitchen';s battleship game i've never won, but play it loads along with his other games.
Lisa Hayes



www.nutrimetics.com.au/lisahayes

----- Original Message ----- From: "Charles Rivard" <wee1s...@fidnet.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Sunday, June 10, 2012 11:50 AM
Subject: [Audyssey] change reaction - Re: games we always come back too?


Adding the left or right shift to the arrow keys tells you the coin to your left or right respectively. Down arrowing tells you what is down the stack. The object is to find 3 coins vertically or horizontally and exploding them by dropping the coin you are given onto the correct stack. You shorten the stacks, which start with 20 coins in each, with the chain reaction of exploding coins. If a bomb is on a stack, and you have the correct coin that matches it, all coins of that denomination in the stack will explode. If you are on the bomb and it explodes, you lose 10 seconds off the clock. It's a fast action puzzle game.

As for being coins rather than colored blocks, I prefer the coins, because color means very little to me, because I've never seen them. I would have a problem remembering green, red, blue, brown, or whatever. As it is now, the higher the value of the coin, the higher your score, which makes more sense to me. HTH.
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Shepherds are the best beasts, but Labs are a close second.
----- Original Message ----- From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, June 09, 2012 6:05 PM
Subject: Re: [Audyssey] games we always come back too?


i should probably try change reaction again, sinse I could never get into the game when i first tried the demo, ---- though I admit that partly this might be a country thing, sinse some of the coins were American ones which were unfamiliar and which i'd not really heard of before.

I think for me it would've been better if the coins were abstract objects like coloured blocks as in Tetris.

This wasn't however the major problem i had with the game, the major problem was understanding what was precisely happening. i got that the principle was similar to columns or tetris with piles of coins, but there didn't seem to be a way to review the piles or plan strategically, you just seemed to get a coin, and have to hammer left to right until you heard a matching coin, then chuck and hope, which made it feel far more a random arcade game than a stratogy one.

Imho Klango's old haunted factory game (which is now sadly utterly unavailable), was a much better take on this type of puzzle in audio, or more recently Quentin's magic blocks.

Beware the grue!

Dark.

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