I pondered this for about an hour or so, trying to fit everything into Steam's restrictions. I'm assuming the reason there are two different game descriptions is because there is a size limitation. The game description you posted was actually pretty good ( aside from some things that I thought were actually either poorly written or detrimental to selling your product, such as mentioning limited and AI in the same sentence), so I borrowed a little bit from that, changed some of the words around, and removed any slight smell of match three.
I firmly believe that match three is not going to do you any good here, as that mechanic is overdone. I also believe that match three doesn't really reflect this game, and you should remove it from your steam accolades in the description. As soon as I read match three, I thought, "dammit... Not another one!" I hang out at gametap for some of their retro games ( which are now disappearing), and that is where apparently all match three games go to die.
The other thing I did here was call out Pablo Vega by name, as I believe you should celebrate your indie-ness. It's barely in there, but is there, and I think that recognizing your company as a group of real human beings and aspiring artists can only help you and invite people to take a look. Aside from that, let's be honest, the music in this game is a huge part of the game, it plays along with you, and I am constantly humming that hypnotic main track throughout my house...
I changed some of the adjectives and removed anything I thought seemed to say that this game is easy. The game does have some really easy parts, so for someone that is looking for a mindbending experience, starting the adventure mode is the wrong way to go for the demo. I thought that the adventure mode picks up difficulty to where I like it farther in.
Let's seeā¦ I emphasized social gameplay, as I think that a lot of people want to be able to play either with their siblings, significant others, or gamers that might have a variety of taste. This is for those people that want to be engaged and challenged, even when they are playing with someone refuses to play "counterstrike" with them or whatever the story is. While it might suck to play bejeweled with the typical casual puzzle gamer, this game is as deep as you want to make it... Which is a good thing, and I tried to say that in here.
I left out twitter and Facebook. I think they are both unfortunate stains on society, and the last thing anyone needs is another update in their mailbox... But hey, the option is there! I sense a backlash on this stuff ever since Farmville, but that's up to you if you want to mention it. It's something I would rather mention in the initial guide or something.
Lastly, I mentioned accessibility. I am a part of the software industry myself, and this is one thing that we focus on. We have a checklist of things that we must do to achieve compliance, and every engineer is on board with making the product accessible for everybody. I think this is a good thing, as it shows your attitude as developers to be welcoming and human-focused. This also gives a slight hint at your indie-ness, which as I said before is something you should be embracing in your literature, in subtle ways.
"We are not big business, and we invite everyone to play." That's what I get from that line.
Let me know your thoughts... Edit as you see fit... Or see if you can bring in your other features page.
Tidalis is a block-based puzzle game with casual appeal and hardcore depth. This puzzler challenges you to control the flow of streams as you encounter obstacles and trigger bonuses. You will have to think ahead as you perform combos and induce chain reactions to solve each level!
There is endless replayability on that core mechanic with 20 randomizable game modes, dozens of special blocks and collectible items, and 115 levels in the Adventure mode alone. No need to adventure alone, as Tidalis supports innovative cooperative play (including Adventure mode) in addition to competitive modes.
In summary, Tidalis features co-op and competitive multiplayer modes (both online and offline); action-oriented modes and timer-less brainteasers; a lengthy adventure mode with hidden levels and collectible items; twenty unique game modes providing innumerable twists to the basic gameplay; dozens of special blocks and items; and over fifty minutes of beautiful music to go with the painterly art that reacts to your performance as you play each board!
Whether you're just looking for a casual fun time,
cooperative puzzling with friends, a deep and strategic puzzle experience, or a series of brain-bending puzzles, we've got you covered.
At A Glance
- Easy to learn, hard to master
- Two-player co-op and competitive play via Internet lobby or direct connection
- Variable difficulty; a wide selection of both action-oriented or brainteaser-like levels.
- Adventure mode with collectible items and hidden levels rewarded by your performance, hardcore puzzle enthusiast custom games, and versus modes.
- Endless replayability; 20+ game styles including the popular Sun And Moon solitaire, Frenzy, Bumper mode, and dozens of items and special blocks.
- Rich, painterly art style and captivating music by Pablo Vega that reacts to your gameplay
- Players can create and share whole new themes, levels, and adventures.
- Arcen Games supports accessibility; Options for colorblind players, players averse to lots of light and motion, older computers, customizable keyboard controls or mouse