I am putting the finishing touches on my new android game, using that frame work I’ve been thinking about. It’s a mystery game. On the main page, You pull the blocks out of the barrel. Wipe off the oil on the block to view letters. Arrange the letters to make words. Arrange the words to make clues. Progress to the next level. That part of the game was working, I could feed the function that drives the main page a clue. The rest was part of the game until it exited that ducting with values that I could use to navigate to the next level. A little variety is in place so that some blocks were different shapes to help make words easier to formulate. And funner to boot.
The next step is to build a mystery. But what sort? Explore the haunted house? Find the best deal at the mall? Solve a crime ‘Castle’ style? (actually use plots from those episodes to build the adventure)
Maybe instead of solving one puzzle there’s several puzzles to solve? There’s only one problem… And it’s big. That main barrel page might not be that fun. How do I add excitement to the game long enough to keep the attention of someone solving the big puzzle.
Graphic Credits
Graphic Credits
AI Notes
AI Notes
A kid holding a trash pulls a block from the barrel the letters are hard to read. <br>
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