We need to balance each task/puzzle dependent on the given time, the task itself and the difficulty.
Consider how the balancing should occur and how the task is designed to be fair for the user. It might be a good idea to read the description of the puzzle in the documentation again.
Below is a list of all implemented puzzles. Press the checkbox when you think one of your puzzles is done with that step.
[x] Storage Riddle
[x] Marble Gravity
[x] Asteroid Shooter
[x] Mixing Ingredients
[x] Medical Disaster
[x] Energy Core
[x] Book Riddle
[x] Button Sequence
[x] Leaks
[x] Basketball
[x] Thinking exactly about which riddle should be a TimerTask instance, and which not, and convert nearly all of them (except AsteroidShooter or MedicalDisaster) into normal Single Game Tasks
[x] Differentiation in the HUD from normal simple Tasks and Timer Tasks
[x] Description Texts for every Task that makes sense and does tell enough, but not too much
We need to balance each task/puzzle dependent on the given time, the task itself and the difficulty. Consider how the balancing should occur and how the task is designed to be fair for the user. It might be a good idea to read the description of the puzzle in the documentation again. Below is a list of all implemented puzzles. Press the checkbox when you think one of your puzzles is done with that step.