Walkway
A minimalist path-building puzzle game. Made in one day.
Awards
Scores
Ratings (show detail)
Overall: 3.9
Fun: 4.1
Production: 3.8
Innovation: 3.9
Respondents: 18
Files
File | Uploader | Date |
---|---|---|
Walkway.zip
— final
Walkway. Final entry. |
Tee | 2012/09/15 23:50 |
Walkway-ss.png
Screenshot of Walkway |
Tee | 2012/09/15 23:40 |
Diary Entries
Walkway: Postmortem
I've been very busy these past few weeks, since I've had some major changes to my life recently. Nevertheless, I'm quite satisfied with how this Pyweek turned out for me.
Fortunately, I was able to spare a day (not without some sacrifice). I don't want to lose my Pyweek streak after all. :) So I figured I would make something very small and minimal for a day. I felt making a puzzle with a minimal mechanic would be interesting. The tie to the theme might be a little hard to see: it's about constructing a "one way" path. The rules are fairly simple: you should pass through every yellow node and cross twice every orange node, and you cannot cross yourself except on orange nodes.
I think this game turned out more interesting than I was expecting. When I started this morning, I thought this mechanic was too shallow to generate hard puzzles. Thankfully, I was wrong. It may not be deep, but it's also not too shallow.
I hope it's not too hard though. I haven't had anyone else playtest it and it's really hard to calibrate a puzzle by yourself (since you know the answer already :)). If you manage to finish it (or not), please let me know. If you find it's too easy, add GOOD_LUCK to the list of levels at the end of level.py and good luck. :)
It was quite a nice experience to do something with a small scope this time. I guess I should try this more often.
Anyway, once again, congratulations to everyone who finished and thanks to Richard for hosting yet another Pyweek. I'm fairly sure I won't have time to judge your games, unfortunately. :(
See you all next Pyweek!
Fortunately, I was able to spare a day (not without some sacrifice). I don't want to lose my Pyweek streak after all. :) So I figured I would make something very small and minimal for a day. I felt making a puzzle with a minimal mechanic would be interesting. The tie to the theme might be a little hard to see: it's about constructing a "one way" path. The rules are fairly simple: you should pass through every yellow node and cross twice every orange node, and you cannot cross yourself except on orange nodes.
I think this game turned out more interesting than I was expecting. When I started this morning, I thought this mechanic was too shallow to generate hard puzzles. Thankfully, I was wrong. It may not be deep, but it's also not too shallow.
I hope it's not too hard though. I haven't had anyone else playtest it and it's really hard to calibrate a puzzle by yourself (since you know the answer already :)). If you manage to finish it (or not), please let me know. If you find it's too easy, add GOOD_LUCK to the list of levels at the end of level.py and good luck. :)
It was quite a nice experience to do something with a small scope this time. I guess I should try this more often.
Anyway, once again, congratulations to everyone who finished and thanks to Richard for hosting yet another Pyweek. I'm fairly sure I won't have time to judge your games, unfortunately. :(
See you all next Pyweek!
This was unexpected...
So I just remembered the Pyweek judging was over and I momentarily stepped off from my day-to-day craziness to see how things went. Wow. I was very surprised to see my game on top. I guess I should definitely try going minimal more often.
I expected to get a lot of people saying it was hard, since it's complicated to calibrate a puzzle game when you know the solution, and I thought they looked hard. I'm happy to see that didn't happen. I'm really glad you guys enjoyed it. Now I'm even tempted to port it to mobile (though I don't expect to have much free time any time soon, not this year at least :( ).
Thanks for all the comments! Sorry for the lack of saving: I didn't have time to implement it, but I think you'd agree with me that having a reasonable amount levels is more important that saving. :)
Ok, back to my crazy routine. Thanks a lot everyone!
I expected to get a lot of people saying it was hard, since it's complicated to calibrate a puzzle game when you know the solution, and I thought they looked hard. I'm happy to see that didn't happen. I'm really glad you guys enjoyed it. Now I'm even tempted to port it to mobile (though I don't expect to have much free time any time soon, not this year at least :( ).
Thanks for all the comments! Sorry for the lack of saving: I didn't have time to implement it, but I think you'd agree with me that having a reasonable amount levels is more important that saving. :)
Ok, back to my crazy routine. Thanks a lot everyone!