The Switch from Turn-Based
Q: What's your reasoning behind choosing free-moving puzzle elements instead of typical turn-based elements? The latter seems more logical for this sort of game.
A: Puzzle Depot's predecessor, Depot Dungeons, actually was fully turn-based. Given the ASCII style of that game, the numerous nethack references, and the type of gameplay, it made a lot of sense to do it that way.
When I started designing Puzzle Depot, early on I made the decision to move away from a strictly turn-based system. I felt that with the smoother movement, this system would be more intuitive for players, especially for people who aren't normally into these type of puzzle games. Also, this brings the gameplay closer to one of my biggest inspirations for this project, The Adventures of Lolo for the NES, by HAL Corporation.
Lolo has a lot of similar ideas, featuring Sokoban-style puzzles and creatures with particular behaviors. Gameplay in Lolo is not turn-based, much like how Puzzle Depot functions now.
There won't be an over-abundance of objects/creatures that act independently of the player's moves, for now the only ones are crumbling floors, ants, and mobile robots (more on the robots in a later update!).
Yesterday's high score AND low score for the daily puzzle both belong to @Thoughdoo, with 1417 and 695 respectively. Some kind of overachiever, this guy!
Today is Thinky Thursday, and we are examining the relationship between 2x2 rusty crates, rust mites, and pits:
This one is especially tricky! Remember that crates can be kicked... and that's the only hint you'll get!
To my embarrassment, a graphical bug was discovered when breaking down 2x2 crates to a 1x2 crate with the aid of rust mites, where the wrong sprite is displayed:
There is no mechanical difference, it just looks a little weird when it happens. Oops!
We had another great day for pledges, and we are now at 63% of the way to our initial goal! We hope to keep up this momentum, so help us out by spreading the word!
We can make it happen! :D