hoqqanen
Joined 3 years ago
Joined 3 years ago
Getting any of the guesses right counts as a win, and you get different guessing slabs for each guess (this latter part isn't made at all clear upfront).
If you have a rule in your head like "no red", but the true rule is "no red or orange", it's possible that on the guessing slabs those two rules evaluate to the same things (e.g. there weren't any oranges present in the guessing slabs). You could then try the rest of the guessing slabs, which might have an example where you get it wrong, giving more gameplay.
I wanted to give a victory on any subset of 5 slabs guessed successfully since trying to get all the guesses is very hard (especially the first guess on many puzzles), and you can get new information from guesses which fail, which offers some progression. Hence getting "you won" and the ability to reveal the rule (I've also thought about keeping the reveal unavailable until you do all guesses) and the invitation to keep playing.
If you have a minute I'd love to hear from you if that makes sense and if you have thoughts about what might make more sense. I've also tried to consider ways of restructuring the gameplay, e.g. automatically progressing to the next set of guessing slabs, such that the flow here is less confusing.
Thanks for playing, and for sharing!
One other variant that I've made in the past is cells have N states which increment and cycle mod N.
Also you can supply content which doesn't exist and it will automatically infer genre and such (another strong indication of LLM). I.e. you can imagine the aesthetics of the kind of content you might want by title and then use the UI to explore real recs related to that.
PS to the creator: I love the simplicity of the design and the execution is inspiring. Sent a dollar for my searches :-)
1. You start the game with someone you know 2. You know that the first 5 messages you each send are authored by the other person 3. After 5 messages each, the "You are a bot!" button becomes active, and at some random point after that, the players get split so they are instead each talking to a bot.
The time pressure of when to consider pressing the button really changes the psychological aspect, as does having a lead-in transcript for the bot to try to impersonate your friend. As others have mentioned, an incentive to have people be more human would be great -- in a tournament setting I'd like to see this implemented where if someone guesses prematurely then they get -1 while the other player gets 0, whereas guessing correctly gives +1 to the guesser and 0 to the other.
Anyway, my prompting and the game could definitely use work, but for anyone who wants to try it out: https://artifice.games/ The game is called Bot or Not, after you create the game have your friend hit join a game and use the 4 letter room code.