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The hunt, conceptually, is very simple but has a lot of layers to it and seemingly the potential to be developed into a much larger game. At its core, the idea is to navigate your character to capture or hunt down the non-player characters on screen. You have movements and the non-player characters also have movements that they will take as you do and according to your moves. All movements happen at the same time and their objective (presumably) is to escape, while yours is to capture them. Crucially this occurs in a boxed room with no exits so it is impossible for the non-player characters to get too far from the player character. Eventually, the non-player character can be cornered. This isn't a completely unheard-of concept but in the context of puzzle games, it presents a unique opportunity to explore this concept in a different light. Rather than being about simply being fast or being agile, it makes the concept of hunting down fleeing targets to be much more strategic placement and decision making. This creates a decision for the player at every action. Conceptually this puzzle is different because it offers the ability to solve it in very different ways. Most puzzles require to you ton think and plan out your movements and strategies. The hunt does this as well but it also allows the player character to take a more skill-based approach and use speed and agility to run down the non-player characters. These to options seem fairly unique for puzzle games.