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Keen is a turn-based puzzle game for PC and consoles. Guide Kim, a grumpy little girl raised by her grandmother on a journey to stop an evil corporation from destroying her village. Fluid gameplay allow players to choose their own pace, whether fast as a hack'n'slash or methodic as chess. Keen is a game for the tactics player, for the puzzle fan, and for anyone that loves a solid, old-school adventure.

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Level Interaction Ideas (Games : Keen : Forum : Combat : Level Interaction Ideas) Locked
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Dec 25 2016 Anchor

Here are some ideas to consider in case helpful for new and additional interactive elements for more complex and varied level design.

1) Stop Marker - A square tile that halts movement when the player character is crossing it, stopping the player character from continuing any sliding move.

2) Arrow Marker - A variation of the above Stop Marker, in which the player is stopped then moved in on one of the orthogonal directions as indicated by the arrow. Could effect enemies too.

3) Trip Hazard - A hazard that becomes activated after passing over it once. Passing over the second time harms the player character. Examples include a spike trap that deals 1 damage every time passed over, or a hole that opens up instantly killing the player character, or a landmine that activates. A non-harmful variant could be a wall that rises out of the floor.

4) Conveyor Belt - while activated, moves everything on the conveyor over one space in a single direction after the player's turn before enemies move.

5) Path following hazard - A hazard/enemy that follows a predictable path in a level, such as a large circular blade on a track. Could be indestructible.

6) Destructible Terrain To Open New Paths - Such as a crate or cracked wall. Can be attacked as if it was an enemy.

7) Timed Hazards - Such as a heavy piece of machinery that damages a tile every 4th turns.

Edited by: -Velgus-

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