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I want to take this time to talk about one of the main features in the game that I briefly talked about. I want to talk about Grid Pods. I feel like I didn’t clearly articulate what exactly those were. Grid pods are the area were the game takes place.

The “pods” portion of grid pods make them more customizable. If you look at almost any falling block puzzle game you will see that the field consists of blocks falling from the top on one huge grid. What grid pods do is break that up. There can be multiple pods down on the field at one time and you can jump between them at anytime. This expands the way you can play with many options.

Grid pods are even more powerful than that. They are extremely flexible as they can be attached to other pods on the field. This allows for complex shapes rather than just a basic rectangular one. New pods can be added to the field as the level progresses.

It even melds with some of the features extremely well. As I have stated time plays a major role in this game and the pods complement that. You could be pausing time in one pod while the other one is still going at full speed. This adds another layer of depth to game that is already looking to be pretty deep for a puzzler. But with these deep mechanics comes confusion. Only those who are really good at the game could handle all of these different scenarios going on at the same time. This is where I have to find the right balance of complexity and accessibility.

But before I do that I want to first get these basic functions made so I have something to play around with. That is what I have been up to recently, trying to find the best way to manage all of this data. It will take some thinking, but I think I can handle it.

Think this is a cool idea? Want more post explaining features of the game? Comment below and leave a message about it.

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