As in the puddles that fill the unnoticed depressions making them recognizable as traps for water,
So too do these droqevers reveal bright and dark spots in the droqen-made platformer design space.
Between June 24th and today -- two-ish months -- I have posted eleven games to droqever,
Eight of them in the last sixteen days. Wait, really? That's so much. That's probably too frequently.
There is a deeper hunger present for expressive movement controls than there is for weird little maze-puzzles, that's for sure! I find a pleasure in carving out such navigable spaces but I don't think others enjoy them as much as when they have a powerful moveset with which to confront them.
Structural surprises... they provoke a certain positive response, but not a major or sufficient one...
In any case, I am not sure whether this description of a design space is coherent to others or even to a future self, but Cruel World and we-met-at-the-summit had such one, as did Starseed Pilgrim -- a kind of bounded infinite mobility?
it perhaps has a play-overlap with roguelikes and roguelites. the feeling that anything is possible lingers on the tip of your tongue. when you walk into a room, a new level, a new run, you think... of all the infinite possibilities... which one will i choose today?
which one will i choose...