There is a lot more to this game that I just didn’t have the energy to finish implementing in the end (48 hours is not much time, especially when working solo). Scoring and time. Power ups. Tile damage and destruction. Infinite levels. Difficulty settings. Alternate game modes. Leaderboards. I sadly have them all implemented under the hood but didn’t have the time to work them all in to this first release. That said, when the rating period ends (in one week) I intend to release the updated, more feature-amended version.
As far as gameplay, basic changes will be the tiles between the one you are on and the one you move too will be damaged and receive cracks, and if they are crossed again they will be destroyed, leaving a hole. Power ups will include a Plus Grenade that you can throw to one of your accessible tiles, which will take a 3x3 grid of tiles and increase their count by one. So a 1 would become a 2, a 2 to a 3, and so on. 6’s would become a wall. There is also a Minus Mine, which serves the opposite role. 1’s will become a hole, other tiles will decrement by one. Then there is a Lightning Boost, which lets you go double the distance, ignoring any holes or walls, but destroys any tiles in your path. Balloon Shoes will let you skip over a gap without falling through. Repair Tool will let you fix all cracked tiles in a certain vicinity. There are several more power ups in the works as well (10 so far). The power ups will come from the first time you land on a 6, and you can only carry one at a time. Upon a game over you can retry the same level or generate a new one. There will be an option to generate a level with specific seeds.
If there is anything else I add I will probably post them here or on a dev log soon.
I know this game is very bare bones in this demo, but hopefully one or two people can see the foundation for a pretty solid strategy puzzle game here.