Something I've noticed over the past few weeks is that a lot of shooting games incorporate puzzle elements and mechanics but the reverse is not necessarily true outside of a few outliers like Quarth/Block Hole. It seems like there's a whole fertile design space here just waiting to be explored and all someone has to do is actually be literate in both design languages and see what some of the crossovers are.
@allison aren't schumps puzzles already? Bullet patterns can only be dodged a certain way, and sometimes it's not apparent how you're suppose to dodge at first
@lewdthewides Yes, but I'm talking specifically about the crossover with ochimono/falling block puzzlers. I feel like they have a very similar "crystalline soul" (as Tim Rogers would put it) and appeal to the same kind of instinct. To get even more meta, comboing in something like Puyo or Star Sweep appeals to the same kind of feel-good dopamine release as getting big juicy cancels in latter-day Cave or X.X releases. Just a lot of opportunities to create a bounded set of rules which synergize and interconnect to create a total flow state.
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@allison @lewdthewides Just do Mr Driller and add shooting mechanics.

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