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Ecoste

Designing levels...

5 posts in this topic

Hello, I had an idea for a flash game, basically it's a puzzle game that's tile-based. Each level has a finish that you must get to, but to get to it you need to place tiles that are given to you. I have a prototype going and it's not really a code intensive game, but the problem is creating the puzzles. Like, I only really thought of 1 or 2 levels but I can't come up with anything anymore, how do you do it? I mean, you could always "Borrow" them from other games and then take out some tiles to place, this is the last resort though.

Edited by Ecoste
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I would start out doing paper prototypes for your puzzle game. Since it is tile based it would be easy to print out some quick art assets and play the game on your desk according to whatever rules you have established. This would be really easy to iterate over and to really see different patterns that emerge from playing the game over and over without having to hard code anything into flash. You will probably be able to see different mechanics or features that you would be able to add in while you are studying your paper prototype.  

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I would suggest that you always take a pen and some paper with you and try to think of something, when you wait for someone or get some other ideas.

Or you break the puzzles you already have up and try to find the very basic mechanics, so you can extend what you already have or mix it. Maybe you come up with other ideas then.

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I wouldn't borrow directly from other games but instead see what mechanics in other games are fun and try to improve them for your game. 

 

Also I would look back at your first two puzzles and figure out how simplify them and add complexity to them. From what I've seen, most puzzle games start off with a ridiculously easy puzzle that takes 2 or 3 seconds to complete then the puzzles that follow gradually get harder and harder to the point where it feels impossible. See if you can make them easier and think about how you can add to them to make them longer and more difficult.

 

In order to this it will require a lot of thinking along with seeing what works and doesn't.

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