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I think this is a good start for a “handcrafted” puzzle game, but I don’t think these mechanics work as well for random generation. Randomly generated navigation/movement puzzles don’t tend to have an interesting “hook” like an intentionally-designed puzzle can. I think the core mechanics would work well for a game designed specifically around them, but like this it feels a lot like a randomly generated Sokoban relative where everything has tits for some reason.

I think that random maps will work better with a few additions and bug fixes. I also want to push the game a bit more into a tactical RPG area after the jam with more abilities and effects. A big change that I made from my intended course for the jam was to make the objectives mandatory. I envision the final state of the game to have timed maps with fully optional goals that give experience to upgrade your powers, and boss battles with mandatory goals as a final challenges that test how well you've done.