This is an experiment on the affordance of a game with no messaging to explain the rule set. Affordance in Human-Computer Interaction terms means the appearance of something implies its use. This game, even though the rule sets change without notice, should allow the player to understand what the gameplay rules are and what the goal is for that level. Two of the 3 levels in this game are procedurally generated to keep gameplay interesting. Levels can also be reached in different ways, making it possible in future updates for no two experiences to be identical.
Tools and Technologies:
GameMaker (any product)