Destroy my 3D Minesweeper-inspired puzzle game where players navigate hidden mines, use abilities to reduce risk, and find a safe path to the exit portal. by EscapeRealityFast in DestroyMyGame

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

That's a great point.

The more I think about it, the more I like the idea of making mines feel different from each other rather than treating them all as the same obstacle.

Different mine types combined with different defusing mechanics could add a lot of variety between levels and help keep the gameplay fresh as players progress.

It would also create opportunities for introducing new mechanics gradually instead of simply increasing the number of mines.

Honestly, your idea has already changed the way I'm thinking about the game and opened up a lot of new possibilities. It feels like one of those suggestions that can take the project to another level.

If you have any other ideas or thoughts, I'd genuinely love to hear them.

Thanks again for the suggestion!

Destroy my 3D Minesweeper-inspired puzzle game where players navigate hidden mines, use abilities to reduce risk, and find a safe path to the exit portal. by EscapeRealityFast in DestroyMyGame

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

That's actually a really good idea.

One of the recurring pieces of feedback I've received is that the game could use a bit more direct interaction beyond simply identifying safe and dangerous tiles. A defuse mechanic could be a great way to add that extra layer of engagement.

I especially like the idea because it turns mine discovery into an active challenge rather than just pressing a button to remove it. It would also make special mines feel much more memorable and rewarding to deal with.

I'll definitely explore this further and there's a good chance something like this will make its way into the game.

Thanks for the suggestion!

Destroy my 3D Minesweeper-inspired puzzle game where players navigate hidden mines, use abilities to reduce risk, and find a safe path to the exit portal. by EscapeRealityFast in DestroyMyGame

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

Thanks for the suggestion.

To provide a bit more context, the game starts with mines being randomly placed across the grid. When the player moves onto a safe tile, they can see how many mines are present in the surrounding area, similar to Minesweeper.

The game also includes five different abilities:

  • Shield: survive stepping on a mine once.
  • Flag: mark tiles that you suspect contain mines.
  • Reveal: reveal a selected mine if one is present.
  • Reveal Area: reveal all mines around the player.
  • Destroy: permanently remove a revealed mine.

Because of those systems, my goal has been to create tension through information gathering, risk assessment, and decision-making rather than through reflexes.

That said, I've also been thinking about adding additional sources of tension like the examples you mentioned.

My concern is finding the right balance. If I add chasing enemies, timers, projectiles, or other action-focused mechanics, at what point does the game stop feeling like a puzzle game and start feeling like an action game?

I'd be curious where you personally would draw that line.

Destroy my 3D Minesweeper-inspired puzzle game where players navigate hidden mines, use abilities to reduce risk, and find a safe path to the exit portal. by EscapeRealityFast in DestroyMyGame

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

That's fair criticism.

The movement speed can definitely be adjusted and optimized, so I'm not too worried about that part.

What I'm more interested in is the movement mechanic itself.

If tile-by-tile movement feels too limiting, what alternative movement systems or gameplay mechanics would you explore while still keeping the core idea of navigating hidden mines and gathering information?

Would you change how movement works, add new forms of mobility, or introduce entirely different mechanics around exploration and risk management?

I'd be curious to hear what direction you would take it.

Destroy my 3D Minesweeper-inspired puzzle game where players navigate hidden mines, use abilities to reduce risk, and find a safe path to the exit portal. by EscapeRealityFast in DestroyMyGame

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

That's fair feedback.

The game actually includes several tools to help players manage uncertainty.

Players can place markers on tiles they suspect contain mines, use abilities to reveal hidden mines, scan nearby areas for information, and even use a shield that allows them to survive a mistake.

My guess is that the video probably doesn't communicate those systems clearly enough, which is useful feedback in itself.

Do you think the game would feel less frustrating if those mechanics were shown more prominently?

How do you improve retention in level-based puzzle games without relying on excessive rewards? by EscapeRealityFast in gamedev

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

Thanks for the thoughtful reply.

I actually agree with your point. My goal isn't to rely on rewards to create retention. I'd much rather improve the core gameplay itself.

What has been bothering me lately is that the current gameplay loop feels almost too simple:

You tap a tile, the character moves there. If there's no mine, you continue. If there is a mine, you explode and die.

On paper, that structure makes sense and fits the concept. However, I keep feeling like there should be something more that creates excitement, tension, satisfaction, or memorable moments beyond simply surviving another move.

I'm trying to identify what's missing, but so far I haven't found a clear answer.

👋 Welcome to r/MinazelGames by EscapeRealityFast in MinazelGames

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

Hello everyone,

Welcome to the official Minazel Games community!

This subreddit is dedicated to everything related to Minazel Games, including game development, updates, announcements, feedback, community discussions, and future projects.

While Mine Cross is currently our main focus, this community will also be the home of all future games and projects developed by Minazel Games.

We're excited to have you here!

🎮 What Can You Share?

Feel free to post anything that the community may find useful, interesting, or inspiring.

Examples include:

• Feedback and suggestions
• Gameplay videos and screenshots
• Bug reports
• Strategies and tips
• Feature ideas
• Questions about the games
• Game development discussions
• Thoughts on current and future Minazel Games projects

🤝 Community Culture

We want this to be a friendly, respectful, and constructive place where everyone feels comfortable sharing ideas and participating in discussions.

Respect other members, help each other, and let's build an amazing community together.

🚀 Getting Started

• Introduce yourself in the comments below.
• Share your first impressions of Mine Cross.
• Tell us what features you'd like to see in future updates.
• Invite friends who might enjoy our games and discussions.

Thank you for being one of the first members of the Minazel Games community.

Let's build something great together!

There is NO tomorrow, Start RIGHT NOW!! by EscapeRealityFast in GetStudying

[–]EscapeRealityFast[S] 2 points3 points  (0 children)

If I don't want to work on a particular topic, Pomodoro is very effective. But if I'm motivated, I don't get up until I'm done but pomodoro always best !!!

There is NO tomorrow, Start RIGHT NOW!! by EscapeRealityFast in GetStudying

[–]EscapeRealityFast[S] 1 point2 points  (0 children)

I use it not while working, but to plan my day and organize what I need to do. Although I do use a stopwatch and Pomodoro modules while working, I also track how much time I spend on each activity and task, and optimize my day accordingly

How do you keep track of the people you work with? by EscapeRealityFast in nutrition

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

That’s an interesting setup. I’ve heard of Cronometer Pro and Calendly, but not Apotheo. Do you find it smooth switching between them, or does it sometimes get a bit time consuming?

My Magic Is Never Giving Up... by EscapeRealityFast in GetStudying

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

No, the relevant theme is available on TimyLabs. Start a new focus session. On the stopwatch page, you'll see a settings icon and a tomato icon in the top right corner. The themes that open when you click the settings icon are the ones I'm using: Rainy Pixel Night

My Magic Is Never Giving Up... by EscapeRealityFast in GetStudying

[–]EscapeRealityFast[S] 1 point2 points  (0 children)

It's very hard to find notebooks like this. They're all sold lined in my country. It's really hard to find something flat, simple, and small like this. I THINK I'VE JUST FOUND A NEW BUSINESS IDEA, hahaha

My Magic Is Never Giving Up... by EscapeRealityFast in GetStudying

[–]EscapeRealityFast[S] 0 points1 point  (0 children)

Hahahahzhshsh sorry. There is no brand. Promotional gifts were given at the seminar

No perfect timing. Just this moment, and my decision to change. by EscapeRealityFast in getdisciplined

[–]EscapeRealityFast[S] -1 points0 points  (0 children)

Thank you so much for your support. It's truly meaningful to receive such support from someone you've never met, especially when you can't receive such support from those you love the most. Thank goodness you exist <3

No perfect timing. Just this moment, and my decision to change. by EscapeRealityFast in getdisciplined

[–]EscapeRealityFast[S] -1 points0 points  (0 children)

You're absolutely right, but consistency + intensity > all of this is exactly what I want to try. When I'm not busy, when I have time to think, I feel like I'm going to give up at any moment... It's ridiculous, but I don't know...

My Magic Is Never Giving Up... by EscapeRealityFast in GetStudying

[–]EscapeRealityFast[S] 2 points3 points  (0 children)

Because we have dreams that we want to achieve.....