16. characters and objectives
● Finding an objective and a central character
● Challenge: Time based action puzzle
● Burning huts, a limited amount of water
● Level design, finding the right formula
● Dynamic, movable and animated objects
20. play testing
● Constant reevaluation,
difficulties with the controls
● Comprehendable design without text
● Confusing unlocking mechanism,
interface improvements
21. learning curve and progression
● Tutorial levels, learning how to play
● Introducing new gameplay elements
● Difficulty curve, target audience
● Score system based on water usage
22. technology
● A collection of classes
● Mostly in-house technology
● Using some standard libraries
● Game runs on PC and Mac
● Built-in level editor
● Backgrounds drawn in Photoshop