Some theming
These days I'm thinking of ways to make different "zones" in the game; each zone will contain puzzles with different gameplay styles.
For this I came up with a facetious but effective metaphor: each zone will require different "permissions" or impose "prohibitions" for each type of move, in a bureaucratic sense.
The player will start the game with the sliding skill certificate, which certifies their ability to slide platforms. With this certificate, they will be allowed to enter the first zone of the game, which, however, prohibits rotating the platforms.
After solving some puzzles there, the player will earn (absurdly) the rotational skill certificate, which will allow them to enter the second zone, where rotation of platforms is allowed, but only with this certificate.
After solving several puzzles there, the player will earn the third zone access token, where unfortunately the sliding skill certificate is no longer valid, and therefore they will only be able to rotate pieces.
After solving a few puzzles there, the player will finally acquire the obstacle approach permit, and will be able to access the fourth zone of the game, which contains obstacles that make the game more difficult.
Somewhat ridiculous, I know, but it could be fun...
Get Dis Pontibus 2
Dis Pontibus 2
A puzzle game about helping people connect their islands
Status | In development |
Author | Marcos Donnantuoni |
Genre | Puzzle |
Tags | 3D, Difficult, Procedural Generation, Singleplayer |
More posts
- Preparing for publishingMay 20, 2022
- ModellingNov 26, 2021
- Enemy mode?Nov 12, 2021
- Locking puzzlesOct 30, 2021
- On shapesOct 08, 2021
- MegalithsSep 18, 2021
- Input queuesSep 11, 2021
- Extending player freedomAug 30, 2021
- Procedurally sculpted meshesAug 16, 2021
- Fog and less gated navigationAug 07, 2021
Comments
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I also could use an educational metaphor: the player learns certain skill, which prepares them to the next skill, etc... Perhaps it's more friendly than the bureaucratic theme.