Stage 3: Proving Your Core Experience
As we progress in developing our game concept, we reach the point where we must flush out the aesthetics of our game. We have tossed around many different ideas for what our game will look like, ranging from ghosts in a haunted house to wizards pushing a dragon egg, from ants protecting larvae to fat princes, but none really seemed right, or quite fit. We finally fell upon the idea of Rube Goldberg machines as the backdrop of our game.
Using Rube Goldberg machines as the backdrop of our game opens up a wide range of possibilities for both level visuals and puzzle mechanics. Levers, balloons, and pulleys allow for many different interactions between various puzzle elements as well as means for the players to interact with the puzzles.