7 levels, 3+1 mechanics


Inspiration just suddenly bolted right through me, 5 new levels made within 2 days.

The 2 rest of them was from 2022 (yes, that long ago). One was the very first level from build1 that was shared in the PPC forum (the level in the thumbnail), the other one I come up with soon after receiving feedbacks from fellow friends (the level on screenshot section with the invulnerability titlecard). 

What took so long was me fixating on coming up with more and more new mechanics, but not enough thoughts on how it would be used. Granted, there still are mechanics that I've made and polished in my cutting room, but no levels using those mechanics had been made yet. I was also experimenting with radical approach that has barely anything to do with the limitation of mazes, one of those ended up being a standalone game I uploaded as "Picture Plates". A concept which proved to be too time-consuming and complicated to work with, so in the end I abandoned it, but not before releasing the result because I genuinely adore what comes out of it.

Returning to mechanics, in this current build, I classified the 3 symbols used on the buttons as legends for controlling the elements within the game, which I designated them mainly as 'bridge', 'gate', and 'path'. The colors differentiate how the button manipulates their elements. Example being the 'gate' button, which can either be a one-off switch or a toggle-able that controls which 'gate' opens and closes depending on the color of said button. Though I was thinking of replacing the color-trait with pattern-fills, so that people who played the game on a black-and-white monitor can still distinguish exactly what a button does.

Files

projSTAG-build2.pptx 215 kB
95 days ago

Get Stag.pptx

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