Lorne -Devlog 02


The game had a basic art style and a unique central mechanic and it was enough for me to build a simple prototype to test how it felt to walk around in the game and have the environment change while you were inside the building. This was also useful to get the ball rolling on development. Because the level switching mechanic was quite unusual it was best to see it in action so that we could understand it better and continue designing the rest of the game around it.

The basic prototype was interesting and the level changing was a cool enough effect that we decided to develop this game instead of switching to another idea. The problem we had with our game now was that it needed a challenge so we decided to add some puzzles. This would force the player to slow down and not just rush through our game, it also fit well with the setting of an ancient ruined temple. There were two main puzzle that we thought we needed in our game: a tile arranging puzzle where the player had to layout tiles inside of a grid in the right order to unlock the next area. And a broader puzzle of navigating through the levels to the exit level. To make the second puzzle work we decided to have six levels in the game and allow the player to go back and forth between them instead of progressing linearly, with the catch being that each level only connected to two or three other levels. This would create a maze of puzzles that the player would have to progress through in the right order to finish the game. 

Get Servant to the Serpent

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