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Devlogs

🎮 Devlog 2 – Crafting the Input-as-Resource System

Control is a Resource
A browser game made in HTML5
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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.

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Balancing Control and Constraint

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.

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Interactive and Minimal UI

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.

  • When a key is placed:
    • The corresponding input is deactivated.
    • The UI icon visually fades to indicate it’s locked.
    • The key object appears as a physical platform in the game world.
  • Picking up a key reverses these effects, restoring control and removing the platform.
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Player Experience and Feedback

Player feedback is a top priority — the mechanic depends on players immediately understanding what they lose and gain.

To convey this, I introduced:

  • Subtle locking/unlocking sound effects for inputs.
  • Visual cues like faded icons and glowing highlights.
  • A “ghost” preview of where a key will be placed before committing.

These touches help the system feel fair and rewarding, not frustrating or punishing.

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The Strategic Loop

This design creates a satisfying loop of spending and regaining agency:

  1. Spend an input to build your way forward.
  2. Navigate with fewer movement options.
  3. Recover inputs to reclaim full control.

This loop ties perfectly into the jam’s theme, “Everything Is a Resource”, making player agency itself a resource to be managed.

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What’s Next?

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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