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White Window [playable]

A topic by Ben Allen created Mar 05, 2016 Views: 737 Replies: 4
Viewing posts 1 to 5
(1 edit)

Playable download

My new game is going to be a puzzle platformer about gravity. When you change screens, your gravity will change too. If you move to a room to the right, gravity will go to the right. If you walk to a room above you, it will be upside down, and if you go down from there it will be right-side up again.

If that sounds familiar it's because it's a concept I've played with before in The Gears don't Grind, which the same gravity mechanic. The different is: TGDG was level based and featured screen wrapping. This new game will be room based, increasing complexity a lot. If you're still confused by what this mechanic is, I'd recommend trying The Gears don't Grind.

This will be the first time I do a devlog, and I'm committed to going all the way with it.

Here's a short list of things I want in the game:

  • Large game world (100+ rooms) where each room has a purpose
  • Puzzles focused on placing blocks, which are also affected by gravity changing
  • You'll never need to restart something regardless of how bad you "mess up" a puzzle
  • A game world that complements the gravity system well
  • More will be added over time

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I'm currently in the prototype phase. This screenshot shows the player (the white square without the triangle) with a block on its head (the white square with the triangle). Here I'm testing one way platforms with gravity going to the right.

Next I'm going to work on block moving in each gravity direction, and after that the puzzle logic system.

My spring break just started so I'll be updating this at least two more times this week.

(+1)

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A more intricate screen here: lots of blocks of various gravity settings. This room also has warps, the diamonds. Solid color warps send you places, outlines show where they send you. In this case, these warps aren't connected to each other, but to other warps in different rooms.

I've changed up my ideology on the game recently. I've decided now that this won't be a game that you can 100%. You'll always be able to complete the game no mater what you do, but there will be some decisions that are permanent and will keep you from completing certain puzzles. This will make the game a bit more intricate and repayable.

If you're wondering about the art, this is still the prototype art. Art, sound, and music will be last and I don't really want to talk about what that will be yet.

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Map progress. Not sure why it's so blurry.

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The finale.

Sorry for not updating, my computer died and I've been working on an older laptop.

Hey, the game is playable now. Not sure if it's done, but it's something (15 or so screens of puzzleyness)

Link