Grid size: * 5x5 -> faster games, more stressing * 7x7 -> middleground * 9x9 -> longer games, less stressing, more prone to randomness = frustration Incoming tiles * Random coords ? * Through a specific RX point ?
Push tiles around Sokoban-style Tile collide with another one if the tile gets moved into a tile that cannot be moved on that direction (blocked by a wall, or by other tiles themselves blocked by a wall) Colliding tiles of the same type will trigger their effect
Tiles types:
- Crate/Coin, explodes = +1 score = most common
- Little bomb, explodes adjacent
- Big bomb, explodes in a circle around the collision point
- Block, solidifies into a wall (unmovable object)
End of the run :
- No move available
- Grid is filled
- Endless runner fits the theme better (limited space doesn't really apply to levels), but is tricky to get right
- Puzzle levels fits the theme less, is easier to level-design, more interesting, but probably prone to scope-creeping = I don't have time for that