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Dangerous Steps

A topic by unpile sciatica created Apr 03, 2016 Views: 773 Replies: 4
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(1 edit)

Dangerous Steps is a grid- turn- based puzzle game. That's right!

The core mechanic of the game is to move tiles on the levels like how you do it in Threes!. Also, when enemies get stuck near to walls or any other obstacles - they combine into a new enemy with a different behavior. The easiest way to explain the mechanic if you haven't played Threes! is to show it to you. Look!

You control a guy with a hat as a treasure hunter using arrows on a keyboard. Touch input should work too, but I don't have an ability to test it right now. In each level your target is to reach a golden feather.

I also started streaming the development process on my twitch channel. The quality isn't spectacular, but it's good enough.

The game is almost done. I just need to fix hundreds of details :D
I try to make puzzles deep and always teach a player something new. I want to make player feel like every move is important. But I've never worked on something like this before.

In this devlog I would like to share how the game works, get a feedback from a potential player and improve the game. Also, I've never did a devlog before. So it's something new for me. I hope it will help more than hurt.

Hey Kir Losev,

I find the mashup of the 2 mechanics really interesting. I would advice to take a look at Game Maker's Toolkit video on puzzles. It explains how iterating a lot on specific mechanics can help having « the game design itself ».

Anyway, I'm looking forward to see more stuff in this devlog :)

thanks for reply! i'll watch this video today for sure :)

(1 edit)

Here is how a level selector screen looks like in the game. You can scroll a line of levels and load a hovered level

I don't like when a game doesn't show you what the level is about on a selector screen. And I've solved this by showing to player how a map of a level looks like. I will probably simplify these maps a bit and only show floor, walls, player, exit and enemies. Will see.

This line doesn't show you levels that you haven't passed yet.

Each level "card" is just a bunch of meshes and a canvas with a text. This all is generated when a player launches the game. Animations are made using spring implementation which is described here (i love it so much and i'm afraid to overuse it :D)

And yes. I save levels as a 16x16 pictures where each color means a specific object with a rotation. This is just hardcoded in a level generation class. Kinda works.

Updated a pause slider. It's not really a pause. Since it's a turn-based game - I don't need to freeze the game when player hits a pause button. But, using this slider a player can get access to sounds switch, menu or reset buttons.

I'm pretty happy with this.

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