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    It’s all in good fun, at least we’d like to think so, but try as our logical brains might, we still got the same “cloning feeling". We wanted players to be able to play Threes over many months, if not years. We’d wager most people that have been able to score a 768 or even a 384 in Threes would be able to do the same using the fabled “corner strategy”. Just try tapping “up” then “right” in alternating order until you can’t move. You may not get to a 2048, but you might just see your highest score ever. To this day, only about 6 people in the world have ever seen a 6144 and nobody in the world has yet to “beat” Threes. We worked really hard to create a simple game system with interesting complexity that you can play forever. This fast, speed-up of technological and creative advances is the lay of the land here. Like it’s not ok to feel the way we do some of the time. We do believe imitation is the greatest form of flattery, but ideally the imitation happens after we’ve had time to descend slowly from the peak -- not the moment we plant the flag. I can totally imagine the arrows and walls having the same amount of depth. I'm still going back and forth with how abstract the game should be, but if we go abstract this is definitely a superb option. Within a day it would seem we were fairly close to the final product.

    Especially when people called Threes, a game we poured over for nearly a year and a half, a clone of 2048. When an automated script that alternates pressing up and right and left every hundreth time can beat the game, then well, that's broken. It took awhile to climb this mountain, 14 months actually. And I think I'm totally cool with their verticalness too. If you look at that last screenshot and compare it to the final version of Threes you can probably make out the changes necessary to get from A to B. We’re not going to post everything, but we’ll go through all the key moments of development through our emails back and forth. annoyingly, Greg Wohlwend Play the Monster Prototype! one thing, and this might be a temp balance thing, but every time i get an arrow off, another one comes right back next move.

    We know how to deal with a clone, and likely, so do you. Swiping up, down, left or right moves the cards the full distance possible. This last feature was likely a choice the developer made based on the fact that the game was too easy. Since, the game has grown in popularity after a posting on Hacker News on March 10th. Threes was cloned and beat to a different market within 6 days of release on i OS. But it’s sort of the Commander Keen to Super Mario Bros. Imagine Tetris was released and then less than a month later (instead of years) Dr. Maybe not a lot of people know Alexey Pajitnov made Tetris, but of those that care about that kind of thing, it’s fairly obvious to everyone that Tetris came first. Mario, you’re almost certainly aware that Tetris exists. We want to celebrate iteration on our ideas and ideas in general. 2048 is a simpler, easier form of Threes that is worth investigation, but piling on top of us right when the majority of Threes players haven’t had time to understand all we’ve done with our game’s system and why we took 14 months to make it, well… It’s complicated and hard to express these conflicting feelings but hopefully this is a start.

    First, it started on i OS with a game called 1024 released 21 days after Threes (February 27th). The sliding is there, the doubling of cards, the merging, even the art is extremely similar. It’s freely available and open source, allows swipes so it can be played on the phone and has spawned many variants since, including our personal favorite: Numberwang 2048. Something we noticed about this kind of system early on (that you'll see hidden in the emails below). The branching of all these ideas can happen so fast nowadays that it seems tiny games like Threes are destined to be lost in the underbrush of copycats, me-toos and iterators. We are so happy with Threes and how it has done and all the response. And even writing this feels like we’re whining about some sour grapes that we have no business feeling sour about. Though if the game stays this simple we could make a bunch of color schemes and something like this could be an option.

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