catnipped's blog

Coming back to the Puzzle Game

(See other posts on this game here, and you can play the game on itch.io)

Coming Back

I've revisited this logic puzzle game a couple of weeks ago, and have been working on it since. I had to do a couple of decisions, the biggest one being completely dropping the Picross underbelly of the design. The initial pitch was basically what if Picross with larger polyomino pieces -- which is still a solid one, but what I found was that with the kind of scoring and type of pieces I got excited about, the Picross part of the game just became busywork to get to the fun part: choosing which pieces, and where they go (in contrast to figuring out where the pieces can go).

So I ripped out all the code about marking tiles, and the checks for legal placement that make up a Picross style game, and streamlined. I got a bunch of upsides for both the player and me:

Screenshot from puzzle game

New version of the game, after removing Picross elements

Easy puzzle, hard solution

If you remember my last blog post, one of the main inspirations of this game is Zachtronics' Opus Magnum, and one of the pillars of this design is that there must be several ways to solve each puzzle -- it should be relatively easy to get a legal solution, and then it's up to the player to optimise the solution towards their own goals.

So I needed a simple framework for "clearing" a puzzle, that left the solution space open for player expression and optimisations.

With a much more simple game after having done away with the Picross mechanics, I could spend more of the complexity budget on fun systems, and I went to find out exactly what you were supposed to do to "complete" a level. The earlier version had each puzzle piece have a set cost in money, but they would also generate money, and the plan was to try and build so you'd get a profit. I decided to split this up into two separate values: money and power.

Screenshot of Money/Power totals

The money and power thresholds that the player needs to balance

The rules are quite simple. To clear a level and get to the next one, the player has to:

I liked this, but then I had the idea to add another resource the player can generate. So far this blue "compute" resource is completely optional, but If you manage to get at least one (in addition to clearing the puzzle normally), you get a special blue clear status on that level. The point is that now there is an optional "harder" solve for each puzzle, and players can come back to try and get the blue checkmark later once they get the grips of the pieces.

Gif of a solution with a blue resource

Clearing a puzzle with a blue checkmark

Project Status and Next Steps

I've come to the point where the game is fully playable, and I can quite easily create content for it in terms of pieces and levels, but I still have some systems to build:

So my next few steps will be designing and implementing those. I'm also looking at doing a pass on the art, possibly maybe doing some prerendered sprites for the pieces, and some backgrounds.

Both my code and Picotron have been stable enough, so I've also started playtests. It feels great to get feedback, and I seem to be on the right track to reach the vibes I'm going for.

#design diary #powertile