You will die anyway... new level in progress
Yes you will die anyway, but at least you're going to feel progress and understand the mechanics the game is trying to show you and why you died. A death with purpose... this sounds ontological haha
I think there is nothing to do in terms of difficulty, Matter is for mid-core to hardcore players, specially those with experience in platforms, but if I want to keep Matter difficult and challenging, yet fun and rewarding, I think Matter needs to give players time to learn, give more non-dangerous challenges that doesn't punish you too much before he faces the real thing.
My plan is to make levels to follow this pattern:
- Practice the usage of the matter device while you explore the map
- Put a simple challenge to explain a mechanic, these type of challenges would be super easy and won't imply any way to die (rather than overloading the matter device, of course)
- After the challenge, again let's put some easy challenges with the matter device to explore
- Put another simple challenge to explain another mechanic
- Repeat this until every mechanic meant to be explained in this level is explained
- Put harder challenges with some navigation or exploration in between. these challenges won't be to learn but would be the hard puzzles, some would be hard, some others would have deathly consequences (I told you you were going to die anyway)
I'll apply this approach to this new level, and I'll see what can be done for the rest of levels.
For those wondering what's in the screenshot, that is what I think I'll do to level 3 (the level in which you connect the balls to sockets to make things happen). I've designed some challenges, each of them would have a purpose
- Explain that there are balls that you can manipulate pushing and taking where you want
- Master the balls use
- Let you solve puzzles using matter to move balls to higher or lower places
- Understand the rune mechanics
- Understand that this game can have rogue balls with no purpose
- Understand that some of these balls are explosive
Right now I've been designing each level with a purpose of showing something, and them mixing everything I could, but I think this approach is what is making Matter so difficult to understand.
- Level 1 is showing the basic Matter mechanics, including toxic water
- Level 2 is showing bombs platforms doors and buttons
- Level 3 is showing balls, sockets and explosive balls
- Level 4 is showing the matter inhibitor
- Level 5 is showing floating turrets, destructible places, and toxic water with flow
- Level 6 is showing the explosive matter powerup
What I need to do is to be more organized in the features I mean to show, so players are not too overwhelmed with the mechanics and I don't spend a hard time designing levels
BTW: if anyone here that might have reached the last level, please note that this level might change completely and if you saw the matter device powerup, you might not see it or see it in another completely different way
In the meantime I finish this level, you can play the latest version of Matter right now and start dying, mostly without reason
Files
Get Matter
Matter
Survive in this strange world with only a device that generates matter
Status | In development |
Author | Inti Voxel Games |
Genre | Adventure, Platformer, Puzzle |
Tags | 2D, Action-Adventure, Atmospheric, Exploration, Pixel Art, Side Scroller |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Making of Sentients in Unity3dJun 28, 2023
- Back in action: Sentients unveiled, apologies given, and the quest continues!Jun 14, 2023
- Matter Open Alpha 0.8.6Apr 11, 2021
- Jump, slopes and matter controlMar 19, 2021
- When planet exploration goes wrongMar 17, 2021
- Which level makes you die most?Mar 12, 2021
- BUILD! Improved conveyance, added challengesMar 07, 2021
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