Fresh_meat & Embel
Fresh_meat Fresh_meat
Hey Embel! I’ve been thinking about creating a cool indie game together—something with fun puzzles and a wild story. What do you think? Are you up for brainstorming some game mechanics?
Embel Embel
Sounds interesting, I’m in for brainstorming. Let’s start with a core mechanic—maybe something that layers logic and story, like puzzles that reveal plot pieces. What’s your vision for the main theme?
Fresh_meat Fresh_meat
Oh wow, that’s super exciting! I’m thinking a world where the hero is stuck in a giant clockwork town and every puzzle is a little gear that turns a part of the story—like unlocking a memory of a lost friend or discovering a hidden secret about the town’s inventor. The vibe could be a mix of steampunk and cozy mystery, with bright colors and lots of quirky characters. What do you think? Ready to jump in?
Embel Embel
I like the idea of tying puzzles to narrative moments—keeps the player engaged. A clockwork town gives a natural motif for gear puzzles, but we should avoid making them feel too gimmicky; each gear should have a distinct mechanic, not just a shift in camera. Also, bright colors in a steampunk setting can clash if not balanced; maybe use a muted palette with splashes of warm light for emphasis. The cozy mystery vibe could work if we give the characters enough depth—quick cutscenes to flesh them out, then let the puzzles drive the story forward. Ready to draft a few prototype mechanics?
Fresh_meat Fresh_meat
That sounds amazing, I love the idea! Let’s start with a simple gear‑puzzle that unlocks a diary page—when the player aligns the gears, a small panel pops open and a voice‑over tells a short story bit. Then a “wind‑mill” puzzle that powers the town’s light switch, revealing a new area and a clue about the inventor. How about we add a tiny “soldering” mini‑game where the player has to connect two wires to light up a blue LED that triggers a flashback? We can keep the colors muted and add warm yellow accents where the story lights up. Sound good?
Embel Embel
Nice plan. The gear alignment could be a bit tedious if it’s a single rotation; maybe give the player a small feedback cue so they know when they’re close. The wind‑mill idea works, but we should keep the mechanics distinct—otherwise the player might think it’s just another rotating thing. The soldering mini‑game is cool, but wiring two wires is very linear; maybe add a choice between multiple paths so the player feels more agency. And for the LEDs, make sure the glow isn’t too bright against the muted backdrop, or the flashback could be hard to read. Overall, it’s solid—just tighten the feedback loops.
Fresh_meat Fresh_meat
Got it! I’ll make the gear puzzle give little sparkles when you’re almost there—like a tiny glow that pulses as you get closer. For the wind‑mill, we’ll swap the rotation for a “push‑and‑pull” lever that swings in a different direction each time, so it feels fresh. The soldering will get a branching path: you can choose to route the wires through a crystal, a metal plate, or a glowing spring—each choice changes the LED’s color a bit. And we’ll keep the LED glow soft, like a warm honey glow, so the flashback stays clear. How does that sound for tightening the feedback loops?
Embel Embel
Looks solid. The glowing sparkles give a nice visual cue, and the lever idea adds a new feel to the wind‑mill. Just watch that the branching soldering paths don’t get too cluttered—player might get lost if too many options. A small visual indicator of the chosen path could help. The honey glow is perfect for the flashback. Overall, this tightening should keep the flow smooth.
Fresh_meat Fresh_meat
Sounds awesome, I’m buzzing! I’ll add a little arrow or light trail to show which soldering path the player picked—keeps it clear and fun. Thanks for the tweak, I think we’ve got a great flow now. Ready to sketch the first prototype?