1. Use isometric graphics and stick to simple, geometric shapes.
  2. The game was essentially a timed puzzle game, and that’s how it shall remain.
  3. Allow for walls so that blocks don’t need to be wasted to define the boundatry of a room
  4. Allow for multiple, animated objects. (The original only allowed for two due to hardware limitations)
  5. Don’t artificially limit movement in the y-axis.
  6. Every move in the game comes at an energy cost. (Energy is a unitary variable, in the original, we had food and water)
  7. Feature the original music in some way, plus remixes, and as many references to nostalgic material as possible.
  8. Instead of a single map, the game will now feature multiple levels, with the possibility of a sub-game.
  9. Increase the pace of the game.
  10. Heartbeat should be proportional to energy expenditure.
  11. Feature a lot more events that require energy expenditure. It’s a resource management game and your resource is energy. Every verb uses energy. (Verbs in games are not Crawford’s idea, I described them in 1996 at a Games Awareness Day at BITS)
  12. Energy and other variables should be displayed as a bar or other easily discernible visible metric.
  13. Add new verbs like drop, push, energise, levitate, materialise and dematerialise.
  14. Add new nouns like energy packs and artifacts. The former to help you progress in the game, the latter for scoring.
  15. Add a total score, with a worldwide leaderboard.
  16. Consider UGC
  17. Use XCode and openFrameworks to prototype
  18. Start with placeholder graphics, don’t worry about them looking good for now.
  19. Rooms can be of any size


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