Failed_Successfully
Navigate the various puzzles in each level and utilize your own mistakes to progress. By making mistakes, aspects of the level will change, and in so doing will allow further progress through the level with each mistake. Failure can be used to improve oneself - it is not the end. By making strategic mistakes, strive towards their ultimate goal of self-completion. There are three adaptive puzzles within the game. The difficulty of each changes depending on how well the previous challenge was conquered. Go above any beyond and complete tasks in addition to solving each puzzle!
Design:
Mechanics:
Scripting:
UI:
All sound effects are under a creative commons license, with the exception of the music which is credited within the game. All art assets except for the floor tiles, wall, and end of level portal were created by myself.
Design:
- Designed 3 levels that are solved by failing strategically
- Built levels with minimalist aesthetics reinforce a more abstract theme
- Designed and implemented 3 types of player failures that allow for level progress
- Implemented a dynamic difficulty scaling for each puzzle
- Designed puzzles in a gradually increasing level of difficulty
Mechanics:
- When a player falls into a pit, it creates a platform to cross
- When a player is shot by a laser, it creates a block which shields the player from further lasers
- When a player is killed by a death tile, it creates a tile which will change the direction of boulders that roll over it
- Surprise spike walls appear to demonstrate that sometimes obstacles are unfair, but must be learned from anyway
- When all of the hearts in a level are collected, the player is granted an extra life
Scripting:
- Level difficulty is calculated based on how well the player performed in the previous puzzle
- Level difficulty affects the number of hazardous objects, the amount of time given, and the speed of objects
- When pressed, the button creates a boulder that destroys spike walls and changes direction on player-created tiles
UI:
- Relevant information is presented in each level without obstructing the player's view of the level itself
- When a player's failure is productive, an animation is shown and a new object is created
- When a player's death is unproductive, the screen flashes red to indicate such
- Text explaining game mechanics appears on early tutorial levels
- These early levels are replayable at any time from the menu
All sound effects are under a creative commons license, with the exception of the music which is credited within the game. All art assets except for the floor tiles, wall, and end of level portal were created by myself.
Specifications
Development Time:
Environment: Language: Platform: Team Size: |
5 weeks
GameMaker Studio 2 GML Windows 1 |
© Tobias Wadsworth
All content and trademarks are property of their respective owners
All content and trademarks are property of their respective owners