Submissions by joshuasavage tagged dayseventeen

Summary

Weave is a 2D side scroller in which players explore dungeons made from tapestries. Players fight unique enemies and solve puzzles and traps all based on the tapestry they are exploring, to do all of these things they weave new information into the tapestry using threads they obtain from clearing dungeons.

Gameplay

Weave plays like a standard 2D side scroller with combo based combat based on timed presses of buttons. The games unique mechanic is called Weave, the ability to see the threads that make every object in the game what they are and rewrite them. When players activate weave they will pause time and begin to drain weave meter which is built by collecting weave orbs, completing combos or solving obstacles in unorthodox ways. When in weave players can remove, add or change threads in enemies, puzzles or traps to alter their behaviour. Changing thread requires nothing while removing thread gives the player a slightly weaker version of the thread they removed and adding thread consumes thread from your inventory. Using this mechanic the game offers a huge increasing difficult curve which borders on impossible in later levels unless players make good use of thread. Examples of this could be making traps heal, removing the invincibility of a monster or altering a puzzle to be partially completed.

While players do have a set of campaign tapestries they can complete which cover the mythologies of a variety of cultures they are also able to create their own tapestries and share them online for others to play.

Mind-set

Weave aims to encourage player to think outside of the box when interacting with the variety of obstacles they will face, rewarding additional points for solving things in ways that are less straightforward. Weave meter is rewarded for solving obstacles in unorthodox ways (essentially any solution that is not the "standard solution") which is very important. In doing this players who enjoy particular aspects of the game such as puzzles or combat will be rewarded for excelling at these activities, in giving players these rewards they have more power when approaching sections they may not enjoy making these portions more painless. For example a player who enjoys combat may earn extra weave and threads in combat which they will use to simplify puzzles or remove traps they find frustrating. Doing this allows the player to do more of what they enjoy without damaging the contentthey have access too. Naturally some players will want to clear all the content and will be rewarded with additional thread, while these players may gain too much power this isn't a bad thing as artificially capping these rewards would create a negative player experience and damage positive permanence. Additional levels that encourage players to use all of their abilities to solve them or spend thread to access them could be a potential solution to this if it proves problematic in focus groups though it should not be necessary

Highlights

●Unique mechanic to alter the world

●Play more of what you like and shorten the parts you don't

●Unique level building system

●Extremely difficult game play which encourage players to alter the world in clever ways


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