Originally posted on March 9, 2013 at Alamantus.com
So as I’ve been thinking about my little snag, I realized that this locked-in syndrome game doesn’t lend itself to combat at all. Because of this, I’m changing my game development’s direction: The night/dream sequences are going to be puzzles that the man must solve to “unlock” his locked-in syndrome. That’s right. My first game is going to be a puzzle game. Now if only I can come up with a good mechanic for the puzzles… I’ll probably keep most of the engine I’ve already built, but that means that I need to figure out puzzles that will fit into a top-down adventure style. I really don’t want to make it a side-scroller, but if it becomes too hard to figure out how to make a top-down puzzler, I might have more luck rebuilding the puzzle engine into a side-scroller.
Who knows? I certainly won’t until I try!