But there's other smart stuff it does that has nothing to do with the non-euclidean geometry. It's a combat game without hitpoints. If you hit something first, you kill it. If you end your turn next to something dangerous, it kills you. Basic enemies are easily dispatched on their own, but you need to think ahead when retreating away from groups.
But then, each land has its own unique twists, which you can learn about by right clicking on stuff. Ice walls melt from your body heat. Sandworms can only be killed by trapping them (which I've not yet managed to do). The branches of jungle vines take turns to grow in a clockwise order - you have to reach the centre to destroy them and take their treasure.
The general aim is to collect the gems and other treasures. The more treasures you find and the more enemies you kill, the more types of lands unlock. But the more treasure you pick up in a particular land, the more enemies come to stop you. So there's a balance of grabbing the treasure, then escaping to another land before you get overwhelmed.
(Tip: turn on the 'escher' wall display mode by accessing the options screen with 'v')
Can't think of a totally interface-free way to communicate it, but the minimal approach could be to have no guidance on this, until you give him a Sticky, when a text prompt appears: "1 of 10 absorbed"
It's possibly good timing, because I've started recently on another Sims thing. But professionally this time, in video form, and funded by Channel 4. I'll have some links to share when it gets properly announced in a week or two.
I had set myself some limitations before the theme was revealed. I want to do something achievable, so I decided that unless some amazing other idea came to me, I would be making a 2D game with physics, which is what I'm good at setting up quickly, and that it would be a high-score game, to curb my tendency to just make weird new interactions that nobody can figure out what to do with.
So my current plan is for a game about hunting rapidly evolving prey. I'm hoping to give the other creatures a modular structure, so you can see their mutations. If I have time, I might steal 's idea (http://www.pentadact.com/2012-08-25-game-idea-slumber/) for the player avatar to be a growing creature whose capabilities change as the game goes on.
I expect there's going to be a lot of games with a similar idea. Or at least, I sort of hope so. If its all RPG stats or pokemon-style 'evolution', I'll be disappointed.
I'm planning on doing a game about flying about in a spaceship, sucking up matter, and shooting it out to redistribute it to other planetoids.
I also want to try it with a control method I made for a TIGJam last year, where you move the mouse to create wind. I think that prototype has been broken by a Unity update since then, so I'll first need to update that.
It's all been hexagon maths this morning, so no images yet.
But I'm spending this week redoing the old wind control thingy, because I miss being able to show it to people.
I read this on the train home yesterday, and it brought me to tears as I thought of similar situations I've been in, where I have similarly kept silent. I have felt guilt over lacking the courage to act, but I've never had someone else to confirm that feeling and challenge me on it, like the author does for her partner in this.
- roBurkyInternet person, present
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