- slow timing based memory maze level
- Event trigger for jump push that triggers a looped sequence trigger that is set to toggle 1 of 3 block sets at a time, rotating as you click. ex) first click red is visible and touchable, second click red turns opaque and not touchable and yellow turns on, etc.
- Introduced with regular gameplay that doesn't require thinking about, but shows what clicking does to objects the player wont interact with. then one or two jump that would require the mechanic, maybe clicking mid air to land on something.
- makes the player have to think and manage clicks while learning the level. can make an easy ship part much harder with a minimal amount of clicks. parts requiring holding like a sequence of cube where you could jump 3 times but need to hold for two of the jumps to get the correct blocks to be able to use. Could make for a very interesting wave part as well
- It would be just like any other memory level without it. creates a very thought provoking learning process with unorthodox gameplay
#Planning Mechanics
4 messages · Page 1 of 1 (latest)