Because the original file size is too large, this demo is linked directly to its itch.io page.
Play DemoMODULE 01
Demo
MODULE 02
Inspiration Source
Origin
This idea came out of the Game Depth course. To better understand how depth can be strengthened in games, I looked through several papers that used chess as a core example when explaining game depth.
Chess was used as a key reference point.
The strongest feeling of depth came from piece sacrifice.
A seemingly bad move can still be strategically correct later.
I broke that idea down into a game-specific equivalent.
Death became the core short-term disadvantage.
From that base, the full concept expanded outward.
MODULE 03
Level Design
MODULE 04
Reflection
Difficulty Smoothing
The difficulty gap between Level 1 and Level 2 is currently too large. The transition can be made much smoother in future iterations.
Motivation for Resource Conversion
Although death was designed as a resource that affects player operation, the motivation for players to actively convert that resource is still limited. More varied puzzle types could be added later to make the system more interesting.