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#7. Speaking of puzzles...

There has been a lot of progress in development of the game, but I'd like to save these for next devlog. Today, I am going to talk about some important design changes in this game.

In short, I think this game will be puzzle game. Recently, I am enjoying variety of puzzle games like The Witness, Portal, Stephen's Sausage Roll. and TIS-100. This led me to think about puzzle designs, and I ended up with making my first puzzle game called Nine of Wands. I uploaded devlogs of this game for a few months last summer, so some of you might heard of it. I am pretty happy with the result, since its mechanic and design was praised by players and featured on an magazine. But I cannot say I am fully satisfied with it, since its gameplay was very linear and too simple.

So I wanted to explore puzzle design more deeply this time. But not harming originally goals I promised you in the first log. Puzzles in The Glib(Working title) will be able to be solved with countless ways. Vehicles and traffic are part of the puzzle design, and you can use them creatively to solve puzzles. There is one core mechanic that unifies all elements of the city, but I'll talk about this later!

There some sad news too. I decided to remove dialogue system from my game, for it interrupting the core mechanic of the game. However, this system may be used in my future games! So stay tuned :))

Thanks for reading! If you're interested in this project, consider joining my mailing list! I'll occasionally send you important information about the project :) https://yjwno0.wixsite.com/mailinglist