Posted June 29, 2025 by BountyByte
Having established the underlying principle of player inputs as finite resources, the biggest challenge remaining was designing a system that would feel both natural and engaging.
</section> <section>The system is simple but powerful: when you place a movement key into the world as a platform, you cannot use that input again until you pick it back up. This turns every move into a thoughtful decision.
To achieve this, I separated the concept of player input from the state of available controls. The game continuously checks whether an input is "unlocked" before responding. This approach allows for dynamic toggling of inputs, bringing the resource mechanic to life.
</section> <section>Rather than a complicated inventory, the movement keys themselves serve as the inventory.
A small panel at the bottom shows the keys you currently have. You can drag them into the game world to form platforms.
Player feedback is a top priority — the mechanic depends on players immediately understanding what they lose and gain.
To convey this, I introduced:
These touches help the system feel fair and rewarding, not frustrating or punishing.
</section> <section>This design creates a satisfying loop of spending and regaining agency:
This loop ties perfectly into the jam’s theme, “Everything Is a Resource”, making player agency itself a resource to be managed.
</section> <section>Next, I’ll explore how the drag-and-drop interface was designed to feel both fluid and intentional — and how I prevented exploits or frustrating mistakes.
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