๐Ÿ Devlog 5 โ€“ Final Thoughts: Lessons Learned & Future Directions


As the jam wraps up, itโ€™s time to reflect on what this project taught me — about design, iteration, and embracing constraints.

Embracing Control as a Resource

The core idea of treating player input as a limited, manipulable resource pushed me to rethink assumptions I never questioned before. Movement is usually infinite in games — but here, it wasnโ€™t.

This shift opened up rich design space where the playerโ€™s own agency became a puzzle piece. It showed me how powerful it can be to rethink even the most fundamental systems.

Challenges & Solutions

  • Balancing freedom and frustration: It was crucial to give players enough tools to solve puzzles without making them feel trapped.

  • Feedback clarity: Without clear visual and audio cues, the mechanic felt punishing rather than strategic.

  • UX polish: Drag-and-drop had to be intuitive to avoid breaking immersion or flow.

Each challenge pushed me to iterate and refine, teaching me patience and the value of player-centric design.

What Iโ€™d Do Differently

If I had more time, Iโ€™d explore:

  • Adding more input types as resources (e.g., dash, crouch).

  • Creating dynamic puzzles that evolve with input availability.

  • Expanding feedback with richer animations and sound design.

Iโ€™d also look into accessibility, ensuring players of all skill levels can enjoy the resource mechanic without frustration.

Final Thoughts

This jam was a rewarding reminder that constraints breed creativity. By limiting something as fundamental as control, I found new ways to engage players and tell a unique story through gameplay.

Thank you for following this devlog series — I hope it inspires you to challenge your own design assumptions!