Working on some of the basic puzzles for Alchementrix’s alpha version; here’s one consisting of iron boxes which prevent the stones (just destroyed, they start in the middle) from moving around – you’ll have to risk piling on top of it and getting a down-ward facing reaction (water or acid), or, try to stack up a fire reaction from below. Coupled with a tight time limit, it’s challenging but easily understandable – and there’s a lot to be said for reducing the cost of player failure. If a player can resume gameplay quickly, they’re more likely to continue playing, play in smaller, frequent bursts, and to progress instead of getting stuck in a difficult part. Click the image for a view of the game at 1920×1080.

I need to remodel the iron boxes and figure out why unity is creating a halo on the transparent parts, but seeing them working in game is gratifying. The iron box is simple, but the concept that it brought – non-reactive utility tiles – has given a lot of flexibility towards puzzle building, and we’re looking forward on expanding that with the 3 others – each with unique, game expanding behavior. As iron prevents tiles from touching, and reacting, the remainder modify the game’s rules in a similar manner, by reducing reaction costs, pausing a reaction until prompted, or redirecting a reaction’s effects.
Also, I’ve started the first steps towards getting music into this build, and even though it’s just a single track, Mike’s gameplay music adds a ton of rhythm to the game. Hopefully I’ll be able to get the menu and other tracks from Brian and sound effects into the game soon. Fun times!