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Prompt 3:

The core rules of morandiphoria are quite simple, and are very much sokoban inspired. The main difference, though, is rather than putting each individual 'crate' object on their own targets, they all share the same target. And, as is shown by the last level, not all of the crates have to reach the target for the level to be cleared. This is indicated by the target filling up as what seems to be the liquid from the crates filling the target of the level. This is important because once a crate has been pushed onto the target tile it disappears. Once a crate has disappeared from the level, it is no longer a  collision obstacle for other crates the player can push to the target. This mechanic creates a certain complexity for the player to consider when pushing crates toward the target, since trying to push the crates towards the target without considering the order in which one does it may block the players movement in places, creating a situation in which the player must restart the level as it becomes unsolvable. This is reinforced by the player's lack of a pull verb to move the crate out of an unsolvable situation when its been pushed into a bad spot. The teleporters which the player uses to teleport the crates and themselves must also be used wisely, as the crate will appear on the opposite end its pushed into the exit teleporter from the entry side teleporter. With the lack of a pull verb, this mechanic also must be considered so that the player doesn't reach an unsolvable state in the level.