Because the original file size is too large, this demo is linked directly to its itch.io page.
Play DemoMODULE 01
Demo
MODULE 02
Core Structure
The player reads two linked spaces and decides when switching boards creates a safer or more efficient route.
The piece keeps moving, so timing and path planning matter more than constant direct control.
Enemies and obstacles are arranged to make the cost of each movement decision immediately legible.
MODULE 03
Design Focus
Urgency Through Limited Input
The design explores how a small input set can still create pressure when movement continues and mistakes carry spatial consequences.
Positioning as Decision Layer
The main challenge is not execution speed alone, but choosing the right board and route before the system pushes the player forward.
Rule Clarity
Because the interaction is simple, the project depends on clear hazards, readable timing, and immediate understanding of what each switch changes.
MODULE 04
Reflection
More Puzzle Variation
The current prototype establishes the switching idea clearly, but more level patterns would help reveal a broader range of tactical situations.
Teaching Through Layout
This project highlighted how strongly layout itself can teach mechanics. Better sequencing could make the learning curve smoother without adding more explicit instruction.