During a partnership game jam with the engineering school Télécom Sud Paris, we realised a 2D top-view cooperative puzzle game, visually inspired by old Zelda games (Link’s Awakening, A Link to the Past…)
The theme of the jam was a quote by Seneca: “It is not because things are difficult that we do not dare, it is because we do not dare that they are difficult.”. The core principle of our game is a fusion of two original propositions, the first was a cooperative puzzle game, the second was a twisted puzzle game that would force players to try solutions that would at first seem unpromising, or absurd, in order to solve puzzles.
The game takes place in a test laboratory, where scientists observe artificial intelligences. Each player control one of the two robots being evaluated, et needs to cooperate to solve enigmas with an unusual logic.
Each puzzle is a room, with a door to open in order to continue. Different mechanisms such as switches, crates to move, or lasers can activate the exit door. Each room appear to have an “obvious” solution but it never works, players have to spend more time thinking about it to progress.
There is no time limit to solve the puzzles, and players can restart the room as many times as they want.
The game is played with a gamepad, one for each player. You move your character with the left analog stick. Finally, players have the ability to move some elements of the environment: they just have to press A when facing such an object (crates, mirrors…) to push it one tile forward.
Switches looks like plates on the ground, activated when a robot or a crate are on it.
The laser system consist of three elements: an emitting bloc casting a laser in a given direction, a mirror reflecting the laser to 90°, and a sensor that activates when receiving a laser beam.
Some rooms possess unique and specific mechanics, such as a lamp that activate/deactivate room lighting, enemys that shoot players or react to sound etc.