This prototype is basically a fangame of James Burton's Stardust. But rather than being a straight puzzle game, this is intended as "a puzzle game, without the thinking". dess once described suteF as a game where the player is in a perpetual state of semi-confusion, where all they can do is stumble forward through a meager set of possible moves, only ever partially understanding what's going on. This is the sort of counterintuitive anti-friendly design principle I am hoping to capture with this game.
Choose a level file when you start up.
You must guide the blue person to the blue goal, and then the red person to the red goal.
Left, right: move.
Space: trigger the block that you are standing on. Each block has a different effect when triggered.
Press R to restart. (You'll have to press it if you fall out of bounds.)
http://www.glorioustrainwrecks.com/files/DustPrototype.7z (Windows)
http://www.glorioustrainwrecks.com/files/DustPrototypeMac.7z (Mac OS X)
Comments
Neat mechanics. Only
Neat mechanics. Only finished levels 1 to 3 or 4 so far.
Levels started having so many fail states that it turned into a punishing puzzle game requiring thought and foresight and not a dream-like trance.