deshuffle is a terminal word puzzle game, written in Bash.
The simple aim is to put all the given letters in order to find the shuffled word against the clock. The time available after a number of words also reduces, so the game gets harder as it goes.
There is not only one solution to every puzzle. If the user find a word with the same letters, the solution will be accepted.
By default, the adjusted definitions of the words appear in the end of each round.
The game ends when the user fails to find the word in time, or fails to create an acceptable solution altogether.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Highscores.
deshuffle is a terminal word puzzle game, written in Bash.
The simple aim is to put all the given letters in order to find the shuffled word against the clock. The time available after a number of words also reduces, so the game gets harder as it goes.
There is not only one solution to every puzzle. If the user find a word with the same letters, the solution will be accepted.
By default, the adjusted definitions of the words appear in the end of each round.
The game ends when the user fails to find the word in time, or fails to create an acceptable solution altogether.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Highscores.
deshuffle is a terminal word puzzle game, written in Bash.
The simple aim is to put all the given letters in order to find the shuffled word against the clock. The time available after a number of words also reduces, so the game gets harder as it goes.
There is not only one solution to every puzzle. If the user find a word with the same letters, the solution will be accepted.
By default, the adjusted definitions of the words appear in the end of each round.
The game ends when the user fails to find the word in time, or fails to create an acceptable solution altogether.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Highscores.
deshuffle is a terminal word puzzle game, written in Bash.
The simple aim is to put all the given letters in order to find the shuffled word against the clock. The time available after a number of words also reduces, so the game gets harder as it goes.
There is not only one solution to every puzzle. If the user find a word with the same letters, the solution will be accepted.
By default, the adjusted definitions of the words appear in the end of each round.
The game ends when the user fails to find the word in time, or fails to create an acceptable solution altogether.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Highscores.
deshuffle is a terminal word puzzle game, written in Bash.
The simple aim is to put all the given letters in order to find the shuffled word against the clock. The time available after a number of words also reduces, so the game gets harder as it goes.
There is not only one solution to every puzzle. If the user find a word with the same letters, the solution will be accepted.
By default, the adjusted definitions of the words appear in the end of each round.
The game ends when the user fails to find the word in time, or fails to create an acceptable solution altogether.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Highscores.
troblo is a terminal match-three game, written in Bash.
The aim is to place each time a pair of new tiles with fixed orientation on available empty squares of the 6x6 grid, in order to create rows or columns of three or more matching tiles, which will become empty again.
The new pair of fixed orientation tiles is shown each time at the right side of the grid.
The new pair can be placed only if both selected squares are empty.
The game ends when the grid becomes so clogged with unmatching tiles, and there is no place in the grid to drop the new fixed orientation (horizontal or vertical) pair of tiles.
troblo is a terminal match-three game, written in Bash.
The aim is to place each time a pair of new tiles with fixed orientation on available empty squares of the 6x6 grid, in order to create rows or columns of three or more matching tiles, which will become empty again.
The new pair of fixed orientation tiles is shown each time at the right side of the grid.
The new pair can be placed only if both selected squares are empty.
The game ends when the grid becomes so clogged with unmatching tiles, and there is no place in the grid to drop the new fixed orientation (horizontal or vertical) pair of tiles.
troblo is a terminal match-three game, written in Bash.
The aim is to place each time a pair of new tiles with fixed orientation on available empty squares of the 6x6 grid, in order to create rows or columns of three or more matching tiles, which will become empty again.
The new pair of fixed orientation tiles is shown each time at the right side of the grid.
The new pair can be placed only if both selected squares are empty.
The game ends when the grid becomes so clogged with unmatching tiles, and there is no place in the grid to drop the new fixed orientation (horizontal or vertical) pair of tiles.
troblo is a terminal match-three game, written in Bash.
The aim is to place each time a pair of new tiles with fixed orientation on available empty squares of the 6x6 grid, in order to create rows or columns of three or more matching tiles, which will become empty again.
The new pair of fixed orientation tiles is shown each time at the right side of the grid.
The new pair can be placed only if both selected squares are empty.
The game ends when the grid becomes so clogged with unmatching tiles, and there is no place in the grid to drop the new fixed orientation (horizontal or vertical) pair of tiles.
troblo is a terminal match-three game, written in Bash.
The aim is to place each time a pair of new tiles with fixed orientation on available empty squares of the 6x6 grid, in order to create rows or columns of three or more matching tiles, which will become empty again.
The new pair of fixed orientation tiles is shown each time at the right side of the grid.
The new pair can be placed only if both selected squares are empty.
The game ends when the grid becomes so clogged with unmatching tiles, and there is no place in the grid to drop the new fixed orientation (horizontal or vertical) pair of tiles.
The aim is to remove as many cells as possible (or even all cells) from a grid. The user navigates in the grid using the navigation keys, and can select a cell to remove. Cells can be removed in clusters of more than one cells adjacent to each other. Single cells cannot be removed.
When selected, a cluster of adjacent similar cells is removed, and the remaining cells above take their place.
When a whole grid column is cleared, it collapses and the remaining columns to the right shift to fill its place.
IMPORTANT:
Most themes are based in emoji characters.
In order for the emoji characters to be rendered correctly, the user must:
The aim is to remove as many cells as possible (or even all cells) from a grid. The user navigates in the grid using the navigation keys, and can select a cell to remove. Cells can be removed in clusters of more than one cells adjacent to each other. Single cells cannot be removed.
When selected, a cluster of adjacent similar cells is removed, and the remaining cells above take their place.
When a whole grid column is cleared, it collapses and the remaining columns to the right shift to fill its place.
IMPORTANT:
Most themes are based in emoji characters.
In order for the emoji characters to be rendered correctly, the user must:
The aim is to remove as many cells as possible (or even all cells) from a grid. The user navigates in the grid using the navigation keys, and can select a cell to remove. Cells can be removed in clusters of more than one cells adjacent to each other. Single cells cannot be removed.
When selected, a cluster of adjacent similar cells is removed, and the remaining cells above take their place.
When a whole grid column is cleared, it collapses and the remaining columns to the right shift to fill its place.
IMPORTANT:
Most themes are based in emoji characters.
In order for the emoji characters to be rendered correctly, the user must:
The aim is to remove as many cells as possible (or even all cells) from a grid. The user navigates in the grid using the navigation keys, and can select a cell to remove. Cells can be removed in clusters of more than one cells adjacent to each other. Single cells cannot be removed.
When selected, a cluster of adjacent similar cells is removed, and the remaining cells above take their place.
When a whole grid column is cleared, it collapses and the remaining columns to the right shift to fill its place.
IMPORTANT:
Most themes are based in emoji characters.
In order for the emoji characters to be rendered correctly, the user must:
Make sure that emoji characters are supported in their terminal.
The aim is to gain points by swapping two adjacent grid cells to create rows or columns of three or more matching cells, which will disappear and allow the above cells to fall and occupy the vacant space.
When there are no moves left, the grid will be refreshed, and the game will continue until all (configured) reshuffles are used. When there are no moves left, and no reshuffles left, the game will end.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Hiscores.
As far as the appearence of the game, by configuring the game accordinly, the user can select the game theme according to their liking.
The user has select theme between letters, numbers, `g
The aim is to gain points by swapping two adjacent grid cells to create rows or columns of three or more matching cells, which will disappear and allow the above cells to fall and occupy the vacant space.
When there are no moves left, the grid will be refreshed, and the game will continue until all (configured) reshuffles are used. When there are no moves left, and no reshuffles left, the game will end.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Hiscores.
As far as the appearence of the game, by configuring the game accordinly, the user can select the game theme according to their liking.
The user has select theme between letters, numbers, `g
The aim is to gain points by swapping two adjacent grid cells to create rows or columns of three or more matching cells, which will disappear and allow the above cells to fall and occupy the vacant space.
When there are no moves left, the grid will be refreshed, and the game will continue until all (configured) reshuffles are used. When there are no moves left, and no reshuffles left, the game will end.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Hiscores.
As far as the appearence of the game, by configuring the game accordinly, the user can select the game theme according to their liking.
The user has select theme between letters, numbers, greek, `shape
The aim is to gain points by swapping two adjacent grid cells to create rows or columns of three or more matching cells, which will disappear and allow the above cells to fall and occupy the vacant space.
When there are no moves left, the grid will be refreshed, and the game will continue until all (configured) reshuffles are used. When there are no moves left, and no reshuffles left, the game will end.
If the score is among the 10 best scores achieved, it makes it in the Top Ten Hiscores.
As far as the appearence of the game, by configuring the game accordinly, the user can select the game theme according to their liking.
The user has select theme between letters, numbers, greek, shapes, faces and blocks.
😂 Oh I see now. I admit it crossed my mind when I was trying to find an original and totally unused name. I must be Skillissuix, Errormessagix, or Noposix.
I was thinking of passing the color variables in the config file, through install.sh, but then, people would (rightfully) complain about colors not matching their terminal color theme.
I might do just that in the near future, leaving the terminal theme values as default.
If you wish to change color values, they are hardcoded in the load_colors function of stackabrix.sh, and sufficiently marked with comments, to know which is which.
Hey, you don't have to. Thank you for the feedback, it is a rare occasion that a project of mine is called programming nonsense, and cool game, at the same message. Although I think I get your point.
stackabrix is a simple terminal game, written in Bash, where the user, against the clock and with the least moves possible, must sort the blocks according to their color, and stack them in the respective stack.
During the game, the user can move left and right, pick blocks and drop them in other stacks.
The aim is to sort the blocks, and stack them in the respectively named stacks, fast as possible, and with the least moves possible.
The play's score is the sum of the time achieved in seconds and of the moves made.
If the score is among the 10 best scores achived, it makes it in the Top Ten Highscores.
stackabrix is a simple terminal game, written in Bash, where the user, against the clock and with the least moves possible, must sort the blocks according to their color, and stack them in the respective stack.
During the game, the user can move left and right, pick blocks and drop them in other stacks.
The aim is to sort the blocks, and stack them in the respectively named stacks, fast as possible, and with the least moves possible.
The play's score is the sum of the time achieved in seconds and of the moves made.
If the score is among the 10 best scores achived, it makes it in the Top Ten Highscores.
Summing up seconds and moves seemed a fair way to mark one's score. The analogy of each in the sum is purely arbitrary, and quite possibly subjective: Some people play based more with their reflexes, muscle memory, than calculation. Not everyone functions the same. However this is a fair point.
Thanks for the feedback.