http://dl.dropbox.com/u/75065952/LD25.swf

Okay, so there’s still something that’s working. This LD I’ve tried to not add tons of new stuff but to make an addictive arcade game where there’s nothing that should be taken away. My warmup game reminded me how laughably simple games can be while still being fun. It’s about giving the players a set of constraints and letting them figure out which patterns work. However, it turns out minimalism’s kind of difficult, so most of my time has gone into design and twiddling.
It will keep getting reinvented, so I can’t be arsed to write too much about this iteration. I think there’s still some fundamental disconnection between what the player wants to do and how they can interact.
Anyway, it’s your chamber of pillaged treasures, which greedy Indiana Jones-wannabes are currently invading through the trap doors of your lair. Luckily you’ve got some traps wired up to the same exit pipe. Two spikes on top of each other make a solid block, and you gain resources back if you manage to trap loot under one. If an adventurer gets a hold of loot, however, he invites another one into the queue, cockblocking your traps.
If you run out of resources, the game won’t forget to mock you with a negative score and a prompt to restart, as if stuck up in its own incomprehensibility.

“The ‘R’ stands for ‘RTFM’, you noob.”
It is possible to survive for quite a while (until the board fills with loot and you’re stuck with an infinite queue of adventurers), getting there is just kind of repetitive because there’s not enough micromanagement. But it has the seeds of a good game.