Today Fuzzle Lite was released, allowing users to discover how great Fuzzle is before they buy 🙂
Along with the Fuzzle Lite release, Fuzzle was updated, in response to all the user feedback we’ve been getting. In additional to some stability fixes, it contains more difficulty levels (with the default easy level being easier, and a new medium difficulty level being similar in difficulty to the old easy level) to satisfy a broader range of users. It also contains a ‘clockless’ mode for users looking for a more relaxed, thoughtful game. And an alternate input mode for users prefering to tap twice rather than drag-drop to move stones.
A further update is also underway – it contains support for three undos per game. This should help some users who make occassional mistakes moving. Plus it allows you to try your luck again when that ball comes in exactly the position you didn’t want it!
Also, we aim to have global high score support in this next update, although we are still testing to ensure everything is working perfectly before releasing this feature.
There also seems to have been some confusion among some users with Fuzzle having been free for a short period and then Fuzzle Lite coming out free – we had a promotional campaign whereby we gave Fuzzle away for free for a short period of time. This generated a lot of good publicity for us, and meant some lucky users got the full game for free. Now we have Fuzzle Lite as the free version for users to try, so have no more need for such promotions, so Fuzzle will remain at it standard price $1.99.
I’ll write a blog later going into detail about how we switched from free->paid and how this worked with the AppStore’s rating system 🙂