Alamantus is a one-man development team focusing on making the best games we're able to make. We don't specialize in any particular style, but our games will probably span many genres as we make them. Check out our progress here and also on our devlog, where we post about general game development topics in addition to our progress. We've got a few games in the works, so check back often!

Report RSS An Unexpected Change of Direction

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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!

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