Postmortem
[Spoilers for all Mechanics and Interactions]
The concept of this game came about due to wanting to make something small with set limitations on scope - as a lot of my recent prototypes have been overscoped.
The initial concepts were
1. A 5x5 grid of self-contained 5x5 rooms (limited space with no meta elements)
2. Each room has at least 2 different puzzles/goals (in the final game there are 3, the eye symbols, the statues, and the boxes, although some rooms only use 2 of them)
3. The goal at first seems like the boxes are placed on symbols, like normal Sokoban, however in reality the condition for the boxes and the symbols are completely unrelated.
From these, the main swapping mechanic and eye symbol rule were created.
However making a condition for the boxes that seemed to work with the initial assumption, but also limited the space of valid states was difficult, which meant this was one of the last mechanics to be made - most rooms in the final game can be solved just using the initial assumption anyway.
The statues came about due to point 2 (a secondary goal for each room) and ended up turning into the overall win condition.
The final set of mechanics ended up being:
- You can swap any 2 objects (including the player), where the first 2 movements select the tiles then the 3rd swaps them.
- A selection can be 'held' by attempting to select an object twice, and released when the player moves to face another tile.
- Boxes have the condition of being adjacent to 3, 5 or 7 walls/objects, not including the player and the edge walls.
- Once all boxes in a room meet this condition the doors will open UNLESS there is box adjacent to it.
- The eyes activate when they are surrounded on all 4 sides by a wall or object, not including the player OR an activated statue is placed on them.
- Once all eyes in a room are activated the eye gates open.
- Statues can be activated by applying a 'held' select from a normal box.
- The end goal is to activate all the statues and eye symbols.
The main thing that I don't like in the final game is the condition for the boxes, it's too easy to discover on accident, and the added complexity about closed doors not opening when adjacent to a box can be a bit unintuitive (once the door is open it no longer counts as wall for any of the boxes, leading to some cases where it seems like the doors should change state when undoing - will probably fix this) It also doesn't really matter as aside for a few rooms most can be solved by placing them on the eye symbols anyway. Although changing it now would require redesigning quite a bit of the game.
Overall I'm happy with how this turned out and hope you had fun playing.
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