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(2 edits)

If you do outlines of where things should go, the puzzle won't exist to solve. If I had to suggest some ideas, they'd be in form of either through level design or affordance. Examples for both - 

Level Design - The background image can help through signposting/ help guide the player. Drawing over the background image or having them be a little more scenic can help denote a narrative and guide the players. The small spring can be visuallised  through objects that can gain be jumped above. A small tree as a reference for the small spring, a taller tree for the bigger spring.  Once the player goes through the first trial, they start relating to what the environment is asking of them and what the mechanics can do. Get it?  Also, you can create whole worlds with different objects guiding the same way, a Mario tunnel means go down, an Alienship beam means go up, get wild with it. 

Affordance - Your game already has some elements that use this, but you can add more clearer versions as well.
Spring affords bounce,  double spring affords bounce but twice the height? Similarly arrows - → means right but there can be another one that functionally does the same things, but looks like  ⤷ or ↳  to denote being dropped from height and going right. 

Maybe there are better ways but maybe this helps to still make the player think. 

(+2)

That’s an idea I’ve never thought of, using that background as a hint. I’ll think about adding it after the jam is over, if my team decides to continue to work on it :)