Game design I PuzzleScript game!

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Prompt 1: The concept of this microban puzzle game is finding food or move the player into the goal. There are obstacles between the player and the food (except the first level). The player has to destroy the obstacles by pulling or pushing the object on the map. There are two differences between this game and the traditional Sokoban game rules. The first is the goal of these two games is different, Sokoban is pushing boxes into the goals, Hanger is moving the player into the goal. The second difference is there are three kinds of new blocks: static obstacles, obstacle destroyers, and the obstacles that can be pulled. The interaction between these three blocks introduces new rules. Like players could destroy the obstacle block by pushing other blocks to it and pull the obstacles to find a way to the goal. So, the small puzzles in this game are similar to other Sokoban games to some extend. You still have to think about how to push a block to somewhere on the map, but the differences are you also need to plan your route to the goal and you should pull some obstacles out of your route. Therefore, it is actually the player who decided which block is the goal of the box in the step in which the player finds the routes. This game takes me some time to find out which kind of blocks can be pulled or pushed. At first, I think all the obstacle blocks can only be pulled.

One rule in the game was the ability to move and interact with objects, moving the objects as well as yourself. Specifically, when to move into an object the object may move with you. This rule plays out in two different ways. The first is when interacting with the bomb objects, the player character is able to move the bomb object by pressing up against it. The bomb object will then "stick" to the player and be brought with them whenever the player takes the movement action. However, the object will only be pushed or pulled meaning it will not travel with the player side to side. The fruit pop, however, will also "stick" to the player but it will move with the player in all possible movement directions. This will continue to stick to the player indefinitely y until the attempts to make the move action into an immovable object at which point only the fruit pop will make the move. This two-part rule is fruitful because it allows to player to more interact with the map and rearranges it in a way that more fits the player characters strategy. It also creates potential conflict because the player character may not want to move an object when it does anyway on accident. It is useful and even necessary for most of the game and has different potential interactions on every single level. This means the player can start to anticipate how future interactions between these two objects and movement actions will happen in future levels.