The Last One (for now)
At the time of writing, this build is the latest one. It has some sound effects, and I managed to make the movement a lot more faster and smoother.
Between the last build (15) and this one (29) there was many things added and changed. The game ended up having many secrets and hidden things, and I won’t be explaning those in these posts. Instead, I encourage everyone to explore by themselves.
Apart from that, I did add a new puzzle into the progression of the game, between the second screen (the first puzzle screen) and the third screen (the entrance to the castle).
I took the red key from the second screen, and hid it behind some additional puzzles in the screen up from the second screen. Adding these puzzles had multiple goals:
1) I wanted to add an introduction to the heavy boxes, before the player has to actually utilize them
2) During the development an idea that an important characteristic of this puzzle game is that the possibility space of each puzzle grows, starting from the single screens and later spanning the whole game with its secret quests. So this puzzle’s point is to force the player to seek for the solution from the previous screen. Intentionally the only boxes introduced as “solution” are heavy ones, so the player ends up interacting with them before figuring out the solution.
2.1) By first forcing the player to get boxes from the previous screen, my air lock later will be even more effective, as it’ll be the one thing going against this thinking
3) I also wanted to have a puzzle where the player has to do more of the work, as most of the main puzzles are set up quite ready for the player and I felt like an exercise to the game’s mechanics was in order.
4) This screen makes the solution to the duck slightly easier to figure out.
If you’ve made it this far out of sheer interest and have gotten into the game, I recommend saving the link to the latest build, as I might be adding things in the future…