Posted June 15, 2022 by Ezra Szanton
I found this dev-log sitting in my drafts and realized I never published it! Here is a slightly edited version, with insights presented next to hindsights.
Hi Friends,
This is my second game in puzzlescript, and I wanted to try adding only one line of code again, so I could focus on the design aspect instead of programming. Since I added another movement-rule last time, this time I tried messing with the win condition. Specifically, I changed the goal from "put all the crates on the targets" to "line up three crates in a row."
This was a bad idea. It reduced the space of interesting levels in a couple ways:
These factors make the "size" of this game's set of interesting levels a subset of sokoban's. This wasn't all bad, as it pushed me into other design space to fill out the 10 levels I arbitrarily chose. In puzzlescript, it's really easy to add more than one controllable player, so I made the second half of the game about that.
Ezra from the future here, this is something I wrote when I right after I made the game:
Separate from all that other stuff, in terms of my growth as a designer, I'm trying to embrace negative space a little more, and vary the look of the levels. I think this game is a little more spacious than the other, in a pleasant way, although it's hard for me to tell having made both.
Making and thinking about that is making me minorly obsessed with creating a puzzle game with the minimal number of interactable objects. Expect more on that in the future I guess
I find this quote interesting here in the future, because I know how my next game, sokodig, turned out. I think past-me was right about varying the look of levels and caring more about those aesthetics. Good job past me.
The idea of a "minimal number of interactable objects" was flawed, though. At the time I wanted to prove myself as a designer, and I thought I could do that by coding a game sparsely and spending all my time *designing* my way out of the problems the sparse code created. These days I think it's more fruitful to think about the game as it exists in the player's head. Most players don't see the programming, so having a "minimal number of objects" is a silly goal to have. In sokodig I went in the opposite direction. I added a couple more objects like the shovel and the golden shovel. The rules are still easily understood by players because there is a strong metaphor to a real-world concept.
Thanks for reading,
-Ezra (past and future)