It seems like that there was a rule where whenever the action button was pressed, the sprites moved to the right. This was a useful rule since the goal blocks were limited to moving up and down. However, there is no way to move left so the player has to think carefully before moving the sprites. The rule is consistent so the player could think through their actions to accomplish the goal without having to make a mistake. The way the levels were designed was to make it possible to get stuck on the walls and have to restart due to not being able to move left. The player could get stuck and be prevented from moving up or down and be unable to reach the goals. The game required consideration for the player’s actions especially since the player was moving two sprites at a time and needed to move the sprites to goal tiles. However the player controls both sprites at the same time so the player’s inputs affect both sprites. Because of the synchronization, the player needs to take advantage of the level design. Since the sprites stop at a wall, the player could move one sprite without moving the other by having one sprite be against a wall but the other is not. Then the player could move the sprites to the left and cause the sprites to become more separated. This separation allows the player to be able to solve the puzzle of getting the sprites to their goals.
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It seems like that there was a rule where whenever the action button was pressed, the sprites moved to the right. This was a useful rule since the goal blocks were limited to moving up and down. However, there is no way to move left so the player has to think carefully before moving the sprites. The rule is consistent so the player could think through their actions to accomplish the goal without having to make a mistake. The way the levels were designed was to make it possible to get stuck on the walls and have to restart due to not being able to move left. The player could get stuck and be prevented from moving up or down and be unable to reach the goals. The game required consideration for the player’s actions especially since the player was moving two sprites at a time and needed to move the sprites to goal tiles. However the player controls both sprites at the same time so the player’s inputs affect both sprites. Because of the synchronization, the player needs to take advantage of the level design. Since the sprites stop at a wall, the player could move one sprite without moving the other by having one sprite be against a wall but the other is not. Then the player could move the sprites to the left and cause the sprites to become more separated. This separation allows the player to be able to solve the puzzle of getting the sprites to their goals.