Water puzzles


This game takes quite a bit of inspiration from the concept of fundamental interactions, with gravity at the lead. And gravity makes me think of low tide vs high tide, so this one next area is based around that idea.

During battle, every other turn the tide will alternatively rise or fall.



Flooded tiles incur a small movement penalty, but also lower incoming damage. Perfect for a more defensive playstyle. I also coded in a new type of terrain, the highland, which grants a damage bonus against targets not on highland and cannot be flooded.

But tide shenanigans aren't exclusive to battle. This game features your classic box-pushing puzzles, with the little added twist that you can pull things towards you from a distance via gravity. And in this area, there's the added complication of tide manipulation.

On a low tide there's no water and rocks can be pushed or attracted normally, although never able to leave specific regions beautifully delimited by dotted lines. On a high tide everything is flooded, but now the floating rocks can be freely moved around the water using gravity.

The following simple proof of concept also doubles as an introductory puzzle. If there is no water the rock cannot be moved because it's not within the dotted area. If there is water the rock can be moved, but it cannot leave the flooded area. The solution is as simple as positioning the floating rock on the appropriate spot so that it can later be pushed normally when water goes down.

This mechanic can then be reutilized in other puzzles quite devilishly. The entire dungeon will consist of a macro-puzzle where you have to guide a rock from one side of the stage to the other, all while solving smaller puzzles and fighting back annoying foes in the way.

Here's the (yet unfinished) stage:

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