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Very fun game! The puzzles were so difficult, which I loved. Such a good feeling to finally realize a solution.

What's your process like to create these puzzles? I found myself thinking some solution would work but then it would just barely not work out. Maybe I needed extra room to push or a slightly taller ceiling, only to be thwarted steps away from the goal. Do you plan out the series of moves first and then create a room around that? Or do you plan it around a concept and then figure out the moves and room?

Typically when I design puzzles I do the latter, coming up with a concept and then designing the level around that (though sometimes the concept is in fact just a short, key sequence of moves). For this game though, since I made it really quickly, I mostly just sketched something that seemed interesting in the level editor and tried solving it, and if it seemed okay then I removed extraneous space (often several times, after finding better and better solutions) and threw it into the game.

I don't actually recommend designing a puzzle game in this way, since it led to most of the levels not having any sort of intended logical key to them and they come off to me as a bit unfocused and bland as a result. I've seen multiple people solve puzzles somewhat accidentally and be like "wait how did I do that, I don't know why that worked," which isn't exactly the kind of experience I was aiming for. It seems like that may have contributed to some of this game's bizarre charm for some folks, though.

The only two levels I designed with a logical path in mind were the tutorial and #1.