Traditionally experimental
For once, I wanted to make an arcade style LD game instead of another one of my depressing experimental puzzle-platformers.

A tiny world. A shrinking world. A world you’re meant to take apart while its inhabitants try to stop you. I enjoy that stream-of-consciousness mode LD puts you in. But seriously these themes just keep getting worse, and despite being popular enough to win over a hundred other choices, I never actually see anyone say they like them.
I like to think of it as some sort of violent chess game where your goal is to break every tile in the board. The basic gameplay is working, and I’m just trying not to drown in secondary details again. There’s quite a bit of puzzling involved; for example, the basic creep can place tiles, and you can’t remove a tile from directly beneath it. However, once it’s built a tile, it’s already made up its mind about stepping on it next turn, so that’s where you’ll pull the curtain from under its feet. (This is like an AI glitch incorporated to the gameplay.)
I’m short on time and still not completely sure where I’m going with the level design and such. And whether I should jam to get the most satisfying outcome. But it seems like I’ll end up with some kind of a game again.
4This entry was posted on Saturday, April 21st, 2012 at 9:17 am and is filed under LD #23. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

