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Edge Flip

Engine: Unity

Genre: Puzzler

Team: Lume Studios

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Responsibilities

  • Puzzle Layout

  • Testing

  • Difficulty Curve Design

  • Boss Encounter Design

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Game Summary:

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Edge Flip is a puzzle game about making a path to the exit. In each level our character Morrigan must move tiles to make a path in as few moves as possible. There are special tiles that make this interesting, such as tiles that block a row or column from moving, tiles that must be arranged in a specific order, even enemies to defeat before advancing.

Puzzles!:

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The game board is built like a Rubik's Cube, with tiles being in three different directions. When a player moves a tile, they can be moved vertically or horizontally, and moving one tile moves the entire row or column. Finally, the rows and columns loop around.

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The challenge is to create a direct path from Morrigan's position to the exit door, and this path must go through every key on the board. Players have a set number of moves and when they run out, the puzzle must be restarted. 

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Since this game is designed for a mid-core audience, there was quite a challenge in making sure that puzzles were not too confusing nor too hard, while keeping a sense of challenge. Several factors determine the puzzle's difficulty; chief among them was how easy it is for players to visualize the fastest path to the exit. Extra twists and turn often resulted in players being unable to identify a possible path. So sometimes it was better to reduce the complexity of the puzzle but reduce the number of moves available to compensate. 

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Designing each puzzle to have their own unique aspect was another challenge. Since the game has so many mechanics, I was able to try all sorts of different path styles. 

Post-Mortem

What Went Right?

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  • Puzzles get the most out of mechanics, having dozens of unique uses of each mechanic. 

  • After adjusting for balance, the players respond well to figuring out the fastest solution path and improving their skills.

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What Went Wrong?

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  • Several puzzles needed to be redone or trimmed down when players struggled with them. Eventually, with simplification, the puzzles worked.

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What Was Learned?

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  • Mid-core audience wants to be challenged, but having really easy puzzles to ramp difficulty and teach mechanics is still the most effective way to get them to master the game.

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© 2018 by Santiago Moreno. Proudly created with Wix.com

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