Game Mechanics build up into game systems.
Mechanics take plenty of fine-tuning, so feedback loops and simple UIs/visualizations to make them easy to play-test are critical.
Some mechanics to dive into:
A Dino game.
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I landed on 'HatBot' to name the entry for the Metroidvania Month (jam) 19.
Named after the main character, who runs around in a floppy mad hatter hat.
Also called: mvania19 (dino game) for the first half of the jam.
A Dino game.
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A runner game with a day/night cycle.
Collect items/platforms from rooms, move them around to solve the puzzle.
By day, learn the ropes and prepare for night fall.
By night, be-ware the dreams and ghosts that haunt the rooms.
Break the loop-spell to proceed in the game.
Levels start somewhere, doodled onto something.
This note is intended to list/ index examples of level drawings.
If you're looking for somethign more general, check out my notes on [[id:b05582a8-f4db-4f2c-8df8-f1aef4d3215d][Level
Design]], game mechanics, or game ideas
What do you get for beating a game? Personal satisfaction? Relief for getting to check another box?
Within a game, why beat this boss? Some mechanic as a reward? Or maybe a dev secret?
From star wars. A flippy piece of metal that sticks to a droid. Light as a feather.