After reading and thinking about the content of the novel. I have a new idea about the theme of this game. Can we make a combination of cross board game and board game? Use the content of the horizontal board to show the plot in the novel. Climbing the tower needs to pass through the customs.
At the beginning of the story, players need to cross a vast desert to reach the Sheep Tower. This process uses bgm to reflect the loneliness of the game environment. When the player enters the inside of the sheep tower. Players can move on each floor platform and talk to npc. Let the players feel the environment of the game through the dialogue content. I need to adapt some words for what the game can do. If the plot of the novel is completely copied, it is undoubtedly the same as playing ppt animation. We need to design new NPCs in this tower, but they didn’t design the dialogue content.
【Content Settings】
2d horizontal board games. The protagonist is climbing a tower. Each floor platform of the tower can move freely. If you want to go to the next level, you have to go through it.
【mechanism setting】
The level play is the same as the previous game mechanism. There are some changes: 1. Props are no longer acquired on the chessboard, but players will acquire them through npc dialogues on each floor of the platform. 2. Props are cumulative, and they are cumulative from beginning to end. Players can choose how much each layer consumes. (You can also change props with an npc)
【skills】
There are four kinds of’ shoes’, corresponding to up, down, left and right.
Brain wave sensor’: Turn a square into a pulse area.
Inverter’: Swap the obstacle area with the normal area.
Skills: 1. npc conversations in the platform 2. Bodies in the platform can be searched.
There are two endings. Judging from the dialogue choices between players and npc, there are eight npc dialogue options that will affect the ending. There is a detailed description in the text.
[process]
From the subway station across the desert to Yangta


On the way, just right-click to manipulate the character’s forward environment from the old subway station → vast desert → Yangta.
The whole process takes about one bgm (right-click for 2 minutes),
The higher the number of layers, the rarer npc will be. The content is also relatively less, aiming at creating the core “loneliness”.
There are 25 levels and 25 platforms in total.
Players will meet npc “Genesis God” at the top level. The protagonist was finally washed down from the top of the tower by the flood. These contents will be represented by animation and sound.
[checkpoint]
Due to the change of the gameplay, I designed a brand-new 25 levels for the new game. They also followed the previous design ideas. Follow the difficulty gradient. With the increase of checkpoints, the map will become bigger. In the process of designing the map, I referred to many real-life elements. For example, the “Eight Diagrams Array” in ancient China and the “Garden Maze” in Britain,



In the route selection of checkpoints. I changed my previous design thinking. It is no longer a fixed route, but the player can choose which route according to the number of steps and skills he has.

















From level 21, the map will become very large. This level imitates the famous ancient Chinese pattern-Eight Diagrams Array.

The design of level 22 imitates the “maze garden”. The range of paths that players can walk is only 1 grid.



The map of the last level looks like a pattern. Because this is the last level, I hope it can echo the top story. The shape of this pattern comes from Michelangelo’s classic painting Genesis.
