🔧 Devlog 1 – Turning Player Input Into a Limited Resource
What if the ability to move wasn’t just granted — what if it had a cost?
For this jam, I set out to reinterpret “control” as something you must spend to make progress. Inspired by the idea that everything is a resource, I asked:
Can inputs themselves — left, right, jump — become consumable, placeable, and recoverable elements?
The result is a system where each input doubles as a physical object. Drag a movement key into the world, and it becomes a platform — but you lose access to that action until you retrieve it. It’s a constant tradeoff between mobility and progress.
🧠 Why Input as a Resource?
This approach flips a fundamental game design assumption: that movement is always available. Here, every step you take is a choice, and every sacrifice of a key creates friction — the good kind — where players are forced to think rather than react.
It also aligns tightly with the jam theme:
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Inputs are no longer free.
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Movement becomes a strategic decision.
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Reclaiming is a reward loop, not just a reset.
⚙️ Behind the System
Each input is tracked by a central manager. When a key is placed:
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The player loses that input until it’s recovered.
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Visual feedback reflects the lock state (faded icon, lock sound).
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Drag-and-drop uses basic screen-to-world raycasting, with validity checks.
The feeling of “I need jump back” becomes real. You’re not solving a maze — you’re managing your own capability.
⏭️ What’s Coming
Next, I’ll cover:
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The drag-and-drop interface in detail.
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How key locking works under the hood.
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UX tricks to make resource-based input feel satisfying.