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Prompt 3: The two rules/goals that I enjoy the interaction between are the climbing and box-pushing mechanics. This interaction provokes mostly satisfaction when I play this game. Being able to combine the movement of the boxes with climbing feels like it gives the player many options for completing and exploring the level. This interaction isn’t too robust however, since I was only able to climb the box once in my experience. This is most likely a bug in the game, since I believe the player should be able to climb the object multiple times rather than just once. This combination of mechanics exists throughout the entire game but is only shown to the player in the final two level of the game, but this interaction made me want to go back and play the game again to see if it worked in previous levels as well. I was also interested if I could find new areas in the game while going back to the previous levels. I think this interaction could be used with climbing stacked boxes when pushing a single box up to them. This mechanic could be used to give a larger area to explore and climb around if presented to the player. I think this interaction would persist even if some of the rules were changed slightly, but also, I think it would have to because it feels so satisfying for the player. I think what I enjoy about this mechanic, is that it just makes sense in a normal world. 

Level three of the Horizontal Sokoban game was the most interesting level to me, solely because of the fact that there was a step to get to the goal. The levels previous to this one had the player just go down some steps to reach the goal. However, this level presented a challenge that caused me to overthink a bit at first. As someone who occasionally plays games on the computer, I am used to using the spacebar to make the characters jump, which is why that was my first reaction to the step. Contrary to my initial expectations, this did not work out as I had planned. My next instinct was to press “W” to see if the character would go up. This also did not work out as I had planned, which is not surprising when thinking about the limited controls within the game engine. My final choice was to press “D” to continue forward, and it ended up being the control that would finally allow me to go up the step. While this was a case of me overthinking the controls for the game, I appreciated that the game allowed me to think in advance about which choices I would be able to make to progress forward in such a simple yet deceiving level. Overall, this level took me around 2 minutes to complete due to me fiddling around with the controls. Looking back, there was definitely one approach to solving the level, but overthinking the level made it more difficult. 

Prompt 3 - One interaction between two rules I found interesting was the interaction between the ability to push the crates and the ability to climb a ledge of a certain height. One of the first rules that the player learns is that they can push crates, and that it is vital for completing each level. In each level the crates must be pushed on a switch so that the player may reach the goal. Early in the game the player also learns that they are able to climb a ledge that is one block high. In a later level the player has to use these two rules together to complete the level. The player must push a crate to the side of a ledge that is too high for them to climb. Since the crate is one block high, the player is able to climb up the crate and up the ledge to reach the goal and complete the level. This interaction between the two rules was satisfying in that it felt as though I had to use knowledge I gained in earlier levels in order to solve the new problem presented to me in the later level. I found this interaction interesting because it felt like the logical next step for the game. It made sense that these two rules would be used together after learning about them earlier and seeing that some levels contained walls that would be too high for the player to climb. This interaction only happened once in the game, but I feel like it could be used again in later levels or even interact with another rule introduced in the game.