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Under review

Ideas for next Quell game

Lewis Boadle 13 years ago updated by ♫ Cytus ♫ 12 years ago 17
We are in the process of testing some new ideas for a third Quell game. What would YOU like to see?
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walls, more holes, and new levels on quell reflect
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Infected Drops that can be "cured" by pushing a block ("pill"?) into them or running into them as a Gold Drop. Normal Drop + Infected Drop = Infected Drop. Gold Drop + Infected Drop = Normal Drop.
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A Junior (easier) version for my kids :)
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Resist introducing any tight timing -- the couple of times in Reflect where you had to hit something into the path of a looping drop were fine, but a lot of the charm of Quell is that you can calmly contemplate solutions without having to move dexterously.

Would be nice if it could remember the players' solutions -- a few times when going back to a level to get "Perfect", it took a while to remember how I'd tackled it. Seeing a replay of my best solve so far would have been handy.

Maybe when drops combine they could become larger/heavier and could then break certain elements.

Drop runs over a patch of sunlight and breaks ("refracts") into two or more rainbow coloured drops ... certain pills can only be collected by a drop of the right colour.
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Also, being able to see your best-so-far score (perhaps on the "Pause" screen).
You guys forgot to add CUSTOM LEVELS!!! And whoever Graham is, dude, you got some COOL ideas.
And bussemac, you've got cool ideas.
Add an oyster of course...xtra levels, easy to find @ first then progress as usual
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Add elemental pearls. Red for fire,blue for water,brown for earth, and clear for air. Fire burns your drop down to a smaller drop, letting it fit through tight spaces. Water adds an extra layer to your drop, letting you survive one spike popping. It also puts you drop back to normal size if you've hit a fire pearl. Earth puts soil in your drop, so that when you move over a "seed" block, which is green and diamond shaped, it grows into a new wooden block or a wooden spike that you can push. Wind adds power to your drop, letting you push a wooden spike or gender block through a pearl. Also add "one-way" gates which can only be entered through one direction.
Automatically save progress to a flash drive if present. I had to replace my Nook 4 times and lost all my progress. Reviewing old screens is fun, but there is a limit!

Great game
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I'd like to echo the junior (easier) version for kids sentiment . My seven year old loves to play Quell. She's figured out most of the easier solutions and if I give her hints she gets the mid range ones too.

Also I agree thinking through solutions in a more relaxed setting (as opposed to more dexterous and timed moves) is what makes Quell so special.

Otherwise I like all these suggestions!
I would suggest that you completely avoid anything violent. Bombs, lazers, burning, anything that's violent would really ruin Quell for me. The waterdrops dying on spikes is upsetting enough!

I would like to see a mechanic where combining drops gives them new abilities or powers. And splitting combined drops on spikes (or roses) makes the drops single again. I feel like that would be interesting.

Perhaps a way to make the Spirit into a water drop would be cool. Or turn a water drop into a spirit.

And as a suggestion for the next Quell, I would actually ask for fewer new mechanics. But the end of Momento, there were so new mechanics I almost felt a little overwhelmed. Its my only "complaint" about the game. Honestly, with all the new mechanics you introduced, you could have made two Quells. So thanks for giving us so much value for our money, but perhaps one or two less next time.
A grey pearl that will make a drop smash through anything. Similar to a gold one, but this will go through anything on the board: walls, spikes, red drops, etc.
So it would be a "ghost-drop" :)
It'd be easy to implement but then you had to choose a direction where you could "end" this ghost-mode - maybe by collecting another pearl again because u would end up in moving endless if you choose the wrong direction :D
It sounds cool but ... I don't know ... :/
I really don't know how to describe what I thought but I had an idea of having the ability to move, break, ... these stone-blocks ...

OR

... that some stone-blocks are traps which you cannot see at first [like the gems].
Maybe you can only hit them once then fall down and the level resets itself.

=> Could be used for levels that are more difficult.

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Another idea could be another mode | extra mode - a labyrinth where u have to escape in a given time OR within an amount of moves.