Day 6


Day 6. 

As I was play testing a particularly complicated room this evening, I noticed that the rogue-like mechanism of healthkits and eventual death would be a real kick in the groin for the player after they'd progressed so far into the game. After the 36th attempt at navigating a laser maze, I considered my options, and came up with a solution.

I've now dispensed with the standard Game Over mechanism, and instead have implemented a Checkpoint system, delivered via a narrative of 'Clones'. Simple! Just bustle up to a strategically placed Clone Pad, interact with it to activate it as your current checkpoint, and voila; next time you die 36 times, you'll be reborn 36 times.


So where's the challenge in that? After initially having this idea, it all fell into place. Your health and the many hazards around the facility aren't the real enemy here. It's the Time Limit.

At current, you've got 10 minutes to complete the game. 10 minutes. That's nothing. Should I have time to implement it, the difficulty of each game will determine the time you have to navigate the Facility and get to the exit, but for now, 10 minutes feels like a healthy challenge all things considered.

Tomorrow, I've taken a half days leave from the 9 till 5, so I'll be hammering on with some more UI changes, finishing those final rooms and then beginning work on the last stretches of code before a heavy debug and playtest.

Deadline in 3 days!

Get Meltdown Madness

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