Router Runner by JustinMullin 2021-10-21T18:29:54Z
@pkenney Yes, hello! Justin and I collaborated on this one, which ends up looking like a lot of brainstorming on general game design and mechanics to start, then a lot of genius and heavy lifting through code and music by Justin and some mediocre art and assets from myself, with lots of tag-team problem solving throughout.
I love heraing about your thought process trying to solve the cycles, we definitely wanted this to be a game where you could plan your route and improve over time, and it sounds like it was engaging enough to go down that path.
I really appreciate your deeper look at the movement mechanics, we went through quite a few versions experimenting with various methods to try to find one that felt "right" for the types of puzzle moments that were emerging as we built. For instance, at one point movement was instantaneous from one tile to the next, this was great for clarity as 1 button press = 1 tile moved. As the day went on we felt the game was really shining at a hectic pace and the speed of pressing keys was carpal tunnel inducing to say the least, and really wasn't conveying a satisfying "dragging" of the wires. We added a "press and hold" but ran into similar precision issues at faster speeds when stuck to a grid. This led us to the smooth movement that we shipped with, we did a lot of number tweaking to try to land in a spot that felt natural and predictive of what row/column the player was looking at as they shifted directions. I think where we ended has an acclimation period and definitely causes some undesirable mistakes that you noted, I definitely learned a lot as we went!