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Prompt 3

The main interaction the player had with the game was how the character interacted with the moving blocks of lava, and the goal was a static endpoint at the edges of the level.  The moving blocks of lava provided a feeling of suspense to the player as it slowly inched towards the player.  The interaction between the character and the lava blocks at first did seem like an inconsistent occurrence, but with more experience playing the game, the lava block function eventually made sense to me.  It dealt with a “line of sight” kind of function, where the block would move the number of squares that the player was within the line of sight of the lava block.  I think that the game developer really kept this function in mind as the levels progressed, since some of the levels became very open rooms where the character was meant to dance around in different patterns, desperately avoiding the lava blocks at all costs, waiting for a hole to open up for the player to sneak by and eventually reach the goal.  The goal placement was also a challenge for the player to reach, and no level of the game ever felt too easy.  Each challenge was fairly difficult, and the feeling of getting around the lava blocks was a great feeling of relief, escaping the claustrophobia-inducing lava blocks.  Completing each level gave a satisfactory feeling, a feeling of accomplishment, and I credit the game developer for invoking many different emotions in a puzzle game.