Diagram :: feature creep... er... puzzles

{{vine //vine.co/v/OqmaLFt2K77/embed/simple}}

Once imagined, I couldn't un-see this. I was compelled to implement and test.

I was very pleased with the result too. Note that closed rooms/spaces outside of your present location are just silhouettes. You'll have to use spatial reasoning to guess at the unexplored areas to understand the space and thus the puzzles.

force as mechanic

I have a bad habit... I always try to make the worlds I conjure tactile and semi-logical. It doesn't have to remind you of your world but it must convince you that is a world that lives and breaths and behaves by a predictable set of phenomena.

So of course the first mechanic that resonated with me was one that involved touching and dragging bits of the world around. The only limitations are

  • Objects don't have complete freedom to move where they want. They are guided on a track like one of those old table-top hockey games.
  • Objects have a mass and the player has an upper limit on the amount of force that can be applied (indicated by the blue chevrons in the vine above).

The vine shows that the player must remove the chairs from the path of the table in order to move the table. What it doesn't show is that the player didn't have enough force available to move the table. First the player had to find a "power up" that increased this limit.

Sure, this example is simple, but it paints a fairly interesting picture of where the mechanic can be taken.

Brandon Catcho

Senior Software Engineer at TechSmith Corporation. I write/record music and explore game development on the side. All views expressed here are my own.

Lansing Michigan