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This game "Whoes World?" has great interaction between the rules and players' goals. It combined the Sokoban style with puzzle and adventure stories. It begins with a simple move to make a word at the beginning. The first scene was like a tutorial to teach players how to push the letter to form a word. The difficulty of each level was increasing smoothly. I do not feel overwhelmed when facing a new level. The adventure element was started at the third level. After the player successfully makes the correct word, it will become an item. At that time, the player's goal changed from making the letters in a straight line to pushing an item to the correct place on the map. Players are facing a different kind of puzzle at the same level. However, the rules of the overall game are still the same as before. Players push blocks to certain places to solve the puzzle. It creates continuity throughout the gameplay.

The text descriptions are clear between each level. They offer a great amount of information and connections between levels which makes the puzzle script game richer. Those texts are also great feedback to the players after they go through the level before. It is a part of the attraction to the players. It changes my feelings about the puzzle. The first 3 levels are more like a tutorial to teach players the basic operations and goals of the game. In level 4, a monster appeared. It moves when the player moves. The player's goal was to beat it. But the player must go through 3 locked rooms before meeting the monster. The enemy’s move was uncertain. It created some kinds of uncertainty. At each level, players do not feel like they are repeatedly doing the same thing. Instead, It provides new goals at every level but keeps the original rule. 

It implemented the engine feature amazingly. First of all, some of the levels are large and complicated. The UNDO method is really important since if the letter or object was pushed next to the wall by mistake, players are not able to move it away from it. Players will not want to restart the whole level so that the undo key is a necessary method in this game. Secondly, it used complicated rules to create different interactions between different objects. These rules made use of most of the functions of the game engine. There are at least four different factions in the “push” interaction. When a player pushes an item, it could disappear, move, not move or trigger actions. Thirdly, the sound effect of the game is carefully chosen. It gives me a brisk feeling when moving an object. Several different sound effects are very fit for those different actions.