Linearity
Controls:
Note: If you are already watching the consequences of a certain action then you need to press the same action button to perfom the action.
-> Up arrow : Move foward / Displaying consequences of moving foward
-> Down arrow : Move backwards / Displaying consequences of moving backwards
-> Right arrow : Rotate clockwise / Displaying consequences of rotate clockwise
-> Left arrow : Rotate anticlockwise / Displaying consequences of rotate anticlockwise
-> Button Q : Undo action
-> Button R : Reset level
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Description:
"Linearity" is a Sokoban-inspired puzzle game where, unlike traditional Sokoban where you perform actions one at a time, you experience the consequences of scaling those actions linearly (e.g., x1, x2, x3, ...). In Sokoban, each action is a singular unit—one move equals one action. However, in "Linearity," each successive turn multiplies your actions, forcing you to think ahead as player movements scale incrementally or "finding new ways to solve problems".
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Developer commentary:
- When developing "Linearity," I was surprised by the unexpected outcomes of certain actions. To address this, I implemented a visual indicators that shows the predicted positions of where the player will land, where a box will move, or how the player will rotate after performing actions. This helps players better anticipate the results of their moves.
- When designing the levels for "Linearity," I was initially tempted to create large levels. However, I realized this could result in a lot of empty space, reducing clarity. Instead, I decided to keep the player’s space small, allowing them to exit the level boundaries and reappear on the opposite side. While this mechanic might not be immediately clear to players, it helps maintain simplicity in the level design. Note: If you are a math person this world as a "toroid".
- In "Linearity," actions scale linearly, but the original idea was to experiment with multiple functions—particularly, I was eager to try a logarithmic function. Throughout development, I tested several scaling methods, but ultimately, using a linear function (y = x) felt like the best choice for a game jam.-- Note: At one point, I even tried using a sine function, which was a lot of fun! However, to fully utilize a sine function, I realized the game needed a different mechanic than just pushing boxes.
- The controls in "Linearity" differ from a conventional Sokoban game because I wanted to experiment with the consequences of rotation.
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Credits:
- TheVicvaporu -> Programming and 2D art
I enter the game jam alone but I used some external ressources from other people.
- huma gazpacho -> Song : 48,430 - Free music archive
- Nimble beast collective -> Fonts: Free pixel font bundle - itchio
- MBPLS -> Turned page - freesound.org
- Sập Tường 0 -> SieuAmThanh - freesound.org
- roboroo -> Large Splash - freesound.org
- jimmyfisher -> push.wav -freesound.org
- Jakegwizdak -> Foorstep Wood/Concrete Chamber Echo 06 - freesound.org
- DaVince21 -> harp-motif1.ogg - freesound.org
- creeeeak -> bell1.wav - freesound.org
- pbharri -> Pencil writting - freesound.org
- MasterSuite -> scribble - freesound.org
Thank for playing! :)
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