I think I hit upon the one key ingredient I need to make this game work in a unique way, that’s still similar enough to the classic grid based puzzle games that it’s not too weird.
Initially I was thinking I would have portals (which I might) and rotation/flipping of the piece (also, a might), but keys seems to be stretching it and adding more than I want.
I thought of having breakable walls, but some of the idea I had just didn’t fit (using “damage” of the player’s move and reverse damage of the wall against the player).
I didn’t want to have a “crate” style movement game, because then, why not just make Sokoban.
But, watching a clip of Link pushing a block for some reason, even though it’s similar to a crate puzzle, made me think of moving the walls. Instead of breaking them. The beauty of this is that I can make walls have values. The values of the walls are their “strength/resistance”. If they are equal to the players move points of a side the player collides with a wall on that side, then the wall does not move, and the player stops moving. If the wall has less points than the player, the difference between the two is how much the wall moves. So if the player has a “4” move and the wall has a “2”, the wall moves 2 more spaces in the direction of the player.
Conversely, if the player has a 2 and the wall a 4, and the player hits the wall, the player would be pushed back 2. This only counts if the player hits a wall and would normally have more moves PAST the wall. If the player runs out directly on the space where the wall is, it will already stop where it needs to be, regardless of the wall value.
I could also add the ability to rotate a wall (this might be more than necessary and more than I really want to deal with, especially if I add rotating playing piece). But I’m excited by the concept here. I think this opens up a lot of possibilities – it forces layers to use math to figure out where the pieces are going to go, and gets them to place pieces/walls in particular spots so they can hit them in the future from a different direction, or push the player back a space where they couldn’t reach if they just used the default move options, etc…
Yes, I quite like it, and I think this is the route I’m going to take for my first addition in play rules/features.