As a kid, you only have a *simple* task: get up and go to school in the morning, and return to bed at night. However, something (someone) is not making this easy...
An Average Day is a grid-based puzzle-solving adventure where the only mechanic is just: the player's actions influence the future. It becomes pretty treacherous to move around when you have these in your house: a “copycat” that copies your move, an annoying LilBro that’s always mocking you, and a kind mom who moves house onto a volcano for a sauna...
An Average Day is a grid-based puzzle-solving adventure where the only mechanic is just: the player's actions influence the future. It becomes pretty treacherous to move around when you have these in your house: a “copycat” that copies your move, an annoying LilBro that’s always mocking you, and a kind mom who moves house onto a volcano for a sauna...
Trailer |
Screenshots
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Prototype
This prototype illustrates the basic idea and interactions one can expect in a simple related level of two. Purple and green boxes in each level relate to the corresponding colors, and the moving forces in Level 1 apply to the boxes in Level 2. And after the player manages to get to Level 2, which is simple enough, they'll find out that the boxes are unmovable and are blocking the way. Then the player needs to go back and, through multiple trials and errors, figure out an optimal way to remove all blocking boxes.
The purple box provides an illustration telling the player *not* to do something, as in this case, pushing it right for a shorter path.
The green box, however, propels the player to *construct their own* solution to a small piece of the puzzle, which includes multiple pushes and even "go-backs".
The purple box provides an illustration telling the player *not* to do something, as in this case, pushing it right for a shorter path.
The green box, however, propels the player to *construct their own* solution to a small piece of the puzzle, which includes multiple pushes and even "go-backs".