Project image
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$12,371
pledged of $60,000pledged of $60,000 goal
409
backers
Funding Canceled
Funding for this project was canceled by the project creator on Aug 22 2013
$12,371
pledged of $60,000pledged of $60,000 goal
409
backers
Funding Canceled
Funding for this project was canceled by the project creator on Aug 22 2013

Delving into...Puzzles

Posted by TinkerHouse Games (Creator)

Citizens of Kicktropolis -

As promised, this update dives deeper into the puzzle element of our game. Specifically, what I'll walk you through are some of the different elements that make up the "puzzle" portion of our action puzzle crawl.

For reference, here are a few of the features shown in the video spelled out again for leisurely consumption:

Sigil Puzzles – These are essentially multiple hex tile arcane circuits that need to be reconnected in the appropriate way to bring about a beneficial secondary effect. This could be a spell door opening (see below) or turning off a harmful effect, or destroying all enemies within a certain area. Backer's sneak peek: in the video the sigil puzzles can be "broken" once they're assembled properly and their effect triggers. But we're playtesting whether it's more interesting to have the circuits lock once they're solved, or that the effect they cause goes away if the player messes up the correct orientation. What do you think?

Rune-linked Hexes – These hex tiles are part of a pair, either of which can only be rotated when the dwarves are standing on them or on their twins. This can make sigil puzzles and other dungeon navigation a bit more challenging... 

Spell Doors – spell doors...spell wards...I'll be honest, we go back and forth on the name. I'm sure I use both names in the video at different times. :) But regardless, they are impassable barriers that need to be destroyed through some other action in the dungeon. Hint: For this demo, the odds are *pretty* good that’s going to require solving some sigil puzzles.

Warrens – These are spawning pits that produce enemies of various types at a steady clip. Mostly Gloam types, but we're not above throwing some gelatinous hex spawning pits at you in the future. ;)

Shale Walls – These are going to be a near ubiquitous feature of most levels. They are destructible walls that the Stonebreaker can use his sunder ability on to break down and open up new passages in the dungeon.

And with that, please check out our latest gameplay video. Delving into puzzles.

Thank you sincerely, Kick Team. We literally can't do it without you::



Comments

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    1. Dean Thrasher
      Superbacker
      on

      On the subject of Sigil Puzzels, why not have both types? Those that lock into place and those that cancel the effect when the path is rotated? I can think of interesting puzzle variants with both types.

      You would need to visual distinguish those setups, somehow, so that players knew when a lock-in type puzzle would occur.

    2. Kolivan on

      I really like the concept behind this game. Hopefully we can get enough people to make this a reality. I like the mash up of genres, not just more of the same with different graphics. Thanks for taking a risk on an unknown play style. Bumped up my pledge level to increase support for this game.