ORBII | Devlog #2

I have made some good progress and have my critical gameplay logic working pretty well. The next step now is to fiddle around trying to find out how long one playthrough of my game has to actually be for the concept to turn out well.
In the meantime, i have designed the logos for the four “elements” i have implemented so far. I said last post that i want 6 or 7, but i am struggling a bit to find fitting ones. The ones displayed below are:
Grass, Rock, Sand, Ice
Another one i could imagine would be “Forest”, but that would require quite a bit of extra effort to be placed properly on every possible combination of elements. Maybe i will stick with these four, i don’t know. That will depend on how complex or simple the solving of the puzzle turns out to be.

Next a shot from the Editor which might give you a bit of an idea how the logic works. Every “phase” the player chooses one of the buttons. In this case, we chose Ice on the first level (on the bottom), and Grass on the second one. The lines indicate how the worlds are connected. If we would now continue to the next stage (which would contain only two planets again) without choosing anything (which is not possible of course), we would end up with the left world containing only Ice, and the right world containing only Grass, since two same elements eliminate each other. If we, however, choose the leftmost Grass-Button, it eliminates the grass from that planet, only to have it immediately re-added by the influence from the middle planet. That means we would end up with the upcoming left world containing Grass and Ice, and the right world containing only Grass.
The plan is to have this kind of game continue until a certain number of levels is reached, and then count how many of the elements you managed to combine in the final planet appearing.

Let’s see how this works out.
I love some of the posts i have seen of you guys by the way, looking forward to playing them.
8 hours left!
Source: ludumdare.com archive