Tile-o-maze

Using some obstacles (first of all, Rocks), increasing the number of empty entries in the array, and introducing a control mechanism to move isolated tiles over the game board, a new game can be designed on the familiar basis of match-three logic. Imagine that Rocks and Bricks form structures that look like a maze but several colored square tiles are scattered over the screen and a player can move them separately. The objective is to guide them through the maze and to match them together, eliminating them from the game level. As you see, this is an improvised tile-matching version of Sokoban: the crates are replaced with color tiles, but the main objective is to remove items, not to place them into the right position.

The behavior of tiles depends on the floor they stand on:

  • Normal: Identical tiles are removed as soon as at least two of them have direct contact with each other.
  • Sorting zone: The tiles are not matched and eliminated on this surface until the player additionally taps them.

In other words, the Normal floor uses the active array, but the Sorting zone works with the passive one. To teach the player the difference between them, a special alert can appear periodically above elements assembled on the Sorting floor, displaying a memo: Tap to connect tiles. This can be done on the first levels and in situations when the game feels that the player is stuck (he does not produce any effective move for a period of time).

The behavior of floor surfaces can be displayed via logical expressions:

  • Floor tile + Floor tile = Identical color squares are eliminated
  • Sorting zone + Sorting zone = Nothing happens
  • Floor tile + Sorting zone = Identical color squares are eliminated

As you see, a tile connected to a sequence in the Sorting zone from outside being placed on the Normal floor can eliminate the sequence. Depending on the situation and strategy, this can be an advantage or an obstacle for the player. The following figure shows a simple version of the Tile-o-fall mode, there are four rows, elements moving evenly, and multitouch input:

Tile-o-maze

The game is tricky because there are two options to complete each level. The simple way means that all tiles are removed pair by pair. Connecting two tiles of one kind to do this is the reliable option but gives a small number of points. The second way is more complex and needs some strategic vision (it excludes premature contact of tiles). It can be done by collecting them inside the Sorting zone. It requires many more moves, but the reward is worth it. To express such a concept, the levels should include maze elements, whereby default tiles can easily contact each other; a good example is a corridor with some niches in it. The following figure shows multicolored game pieces and a turntable cell:

Tile-o-maze

Besides the ordinary colored tiles, the game may use multicolored game pieces; they should appear later in the game because they can make the playing process more complex and exciting. The main feature of such elements is different color properties for each side of a tile; for example, horizontal edges are green, but top and bottom are red. This can enrich the game mechanics very much because more complicated combinations can be created. First levels with multicolor tiles should use them as is, letting the player only move them in the maze. But later a special section on the level is shown: the Turntable. It is a small zone in the maze that rotates stepwise, turning clockwise 90 degrees in two or three seconds. Do you follow the thought process already? You are right: the Turntable lets you rotate a specified multicolor tile, changing its orientation. Of course, to work well, the idea should be properly expressed via level design.

To design a good level for this game mode, you should prepare several templates of good working components of the maze and then mix them up. It is worth mentioning that a level may be bigger than the dimensions of the device screen because the player can use panning to browse the level.

Some obstacles are used in the game as well. Besides the already known Chameleon tiles, special floor zones named the Bog are very treacherous because any color tile gets stuck there (the players will curse such zones in the maze, and that is good because sometime you need to push the player to react emotionally to be attracted to the game).

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