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Anonymous /vg/529274515#529330827
6/30/2025, 3:02:11 AM
Is it okay to ask for help with brainstorming here?

So here's where I'm at. I got this game design for an arcade puzzle-platformer where the player can blow bubbles for attack, defense, and for movement sake. There's a time limit represented by a sword hanging over the player's head no matter where they go. When time runs out, the sword drops and kills the player. The bubbles can do the following...

1) Only two bubbles can be on screen at any time. If a third bubble is blown, the oldest bubble blown pops first.

2) Bubbles can make contact with most enemies and objects to capture them. If the player presses the assigned button to blow a bubble, the bubble will remain fixed in place. If the player holds up before blowing, the bubble will drift upward until it makes contact with the ceiling, or a solid impassable object like blocks. If the player holds down before blowing, the bubble will drift down until it makes contact with the floor or some impassable object.

3) In a way that could be either beneficial or dangerous, bubbles that drift up can also be popped by the sword hanging over the player's head, which then drops the enemy or object within it. Moving enemies and objects in this way could be crucial to solving puzzles.

4) Finally, bubbles can be popped either by the player bouncing on them or from hazards.

Does that seem like too many options for popping the bubbles? Or maybe even contradictory? On the one hand, a bubble getting away from the player could be great for tension because they're losing precious time from a mistake. On the other hand, I don't want a game to be based around waiting for shit to happen. If the player can just make the bubble that got away pop by blowing a new one, that might trivialize the difficulty. Man.

I could go into more detail about other shit, but this is already too long.