🔧 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:

  • Inputs are no longer free.

  • Movement becomes a strategic decision.

  • 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:

  • The player loses that input until it’s recovered.

  • Visual feedback reflects the lock state (faded icon, lock sound).

  • 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:

  • The drag-and-drop interface in detail.

  • How key locking works under the hood.

  • UX tricks to make resource-based input feel satisfying.