Melvin’s Blocky Adventure
Wishlist on steam
Melvin’s Blocky Adventure is a puzzle game where you control Melvin in a world of blocks, water, and balloons. Push blocks to solve puzzles and advance towards the next puzzle.
Release date
The game releases when it is ready.
It is currently in Friends and Family alpha. If you wish to help in the development, SIGN UP for Beta access.
A few years ago I began playing more and more puzzle games. They instilled an interest in game design, specifically towards the idea of using simple mechanics to create mind crushing puzzles. I wanted to create my own puzzle game to test myself, to see if I could come up with this simple mechanic, but also create puzzles.
History of development
Here is a small list of different puzzle games that I have enjoyed. It is by no means a comprehensive list of all puzzle games that I enjoy. But if you enjoy my game, you will probably enjoy these games as well.
The project is also a test for myself to take a product from idea to published product.
Early Versions
I decided early on that the game would be grid-based and that the mechanics would involve the movement of a character. The pushing mechanic was inspired by A good snowman is hard to build and A Monster’s Expedition. I also wanted the game to be focused on solving localized puzzles.
The first version can be seen to the left, it was prototyped in Python in the Processing IDE.
The next version of the game implemented some basic textures and a full world. The intent was to have a world in which all the puzzles are realized within the environment.
At this stage, the basic idea was in place: push blocks to unlock paths to new puzzles. Now came the task to create graphics and balance the puzzles. The aim was to create an experience that is satisfying to look at, but also satisfying to play.
Before I began working on a final version of the game, it was time to find an art style and a story. Because my focus has been on the mechanics, the story and art came second.
Concept art
Early on, I knew that I wanted to have a robot protagonist. However, the design of Melvin took on many iterations. As the game was based on a square grid, I thought that a robot with four legs, one for each corner of a tile, would fit the setup of the system. Below is a small subset of different robot designs.
Eventually, I decided upon the following design and began to model it in Blender. However, this design has been scrapped because I settled for a procedural animations system and I don’t really understand Blender yet. This may change for upcoming projects.
The world
The world and the story was explored, in the sense that I attempted to design a world in which the robot and the puzzles would fit. At the start, the puzzles would be located on an island with ruins.
However, this did not stick and the world is now an abstract water world. With the move from Processing and python to Unity I began experimenting with different looks for the game. With my background in physics and simulations, I also wanted to have some type of interaction with the environment, so I added an interactive wave simulation to the water.
Almost final look
After much iteration and testing, the game ended up with its potentially final look. The aim of the look is to have visuals that makes clear what is a puzzle and what is not. The water is supposed to be soothing and serene as you try to solve the puzzle.
The music is currently being developed.