more meaningful puzzles


in playtesting, the jetpack was determined to be too OP for the early game. it took away the platforming aspect of the game.

so instead, i decided to give the player a map. the jetpack will be a late-game unlock.


to better accommodate platforming without the jetpack, i've made Pia jump one tile higher.

another thing that reduced the effectiveness of puzzles was being able to remove tiles (or rather, insert a blank tile). this has now been disabled.

and finally, the levels have been edited quite radically to better suit the intended puzzle-platformer gameplay.

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once you get the drill, you can use the drill's ability to snap you to the grid to jump 4 blocks in height, sorta like the quick-turn in pac-man speedruns.
(with how many 4 block tall things there are in Ziggurat, this might be intentional?)

also it's possible to softlock by switching off blue, entering the main menu, leaving the menu with the player's position in the center of the A, then when you come back with blue switched on again you'll be stuck in the A without ctrl+Z doing anything. (since it doesn't undo level entering)