Looking back
Written 16th March:
After making and releasing Rejected so quickly I wanted to see if I could come up with some new ideas. To think of new rulesets and mechanics to play with. For Things Are Different Now I wanted to play around with shooting across the screen, but it didn't feel right to collect the pieces like this. So I thought about closing parts of the environment off. This led me to view the game in a new light. When I played through it, I felt like things were being steered into a direction, as though possibilities were being presented one minute then as I progressed they were shut off. This is what led to the narrative between levels.
Written 12th April:
Having just played through the game again I can say there isn't much I would change about this. My scripting isn't great, but I designed the levels so that didn't become a problem. The game is very easy, but it wasn't supposed to be a challenge, I took this to a bit of an extreme with A Lonely Ship where the player follows a set path to unlock the story.
I'm glad I introduced the personal (I hope somewhat relatable) segments between levels. I want to explore narratives in my games, but my lack of experience in making games led me to try and explore these ideas in puzzlescript.
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