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Prompt 3 - An interesting interaction occurs when the player touches a button. Upon using a button, which will have a color, all blocks with said color will be erased as the player continues to give movement input - or if the player holds a movement button. Each input of movement correlates to one of the corresponding color blocks being deleted; while doing so, the player is also locked into position until all colored blocks are gone. This interaction between connecting with the button and removing blocks from the room makes the game feel satisfying because when you are able to make it to a button, you know that more of the room will open up to you and you can watch as the blocks that once prohibited you from reaching the goal simply disappear. Furthermore, in a way, it makes the puzzles feel like they have multiple layers. In some of the levels, there are multiple buttons and typically one of which that you will want to go to first. Sometimes there are obstacles in your way, like the rocks, but when you reach a button and clear away part of the room it leaves you with another task, which is getting to the next button. Thus, this makes each level feel like it has sublevels and leaves a lot of room for creativity in room complexity, especially when involving the rules of the rocks. The rocks are able to be pushed by the player in whichever direction. While simple, they still add a necessary interaction in making the level and discussed ‘sublevels’ more complex.