The prompt this week was no instructions. The goal of this prototype was to outline a myriad of systems that could create an interesting puzzle game while being easy to understand. I also wanted to challenge myself to create a game with a more contemporary game structure. The main challenge for this was to create compelling puzzle levels that used the systems I had created. But the problem was that I didn’t have anything blocking the player from their goal. I needed a wall that blocked players. I had two parts of the three-part equation. I had verbs, a goal, but no conflict. If I were to pursue this further, I would add a key for players to unlock each level in order to continue, and possibly tying in the key with the color switch mechanic. The main takeaway from this week was that systems can be fun, but players need to have the tools to have fun with said systems.

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