TURN-BASED     PUZZLE-DEFENSE

Use ancient traps to stop a horde of monsters from reaching the sacred gate at the center of each labyrinth in Portico, a new strategy game from Alec Holowka (Aquaria) and Adam Saltsman (Canabalt). Every decision in Portico matters, and the survival of Caldera hangs in the balance! Master trap placement, powerups, and the environment itself to save the world.

Portico’s two main problems are:

  • Portico still doesn’t have a “signature look”
  • My original plans for the game art had major scope problems

Our solution for the latest pass of traps involved the following:

  • Make the traps more physical and mechanical, and less abstract, even though this makes them stand out from the other parts of the game a little less
  • Try to compensate for that by adding a large glowing-white button or rune to the designs
  • Build them into the environment more, make it look like they are displacing stone and block.
  • Limit the technology level as much as possible, focus on simple, physically obvious functionality
  • Create a color scheme that helps unify the traps while also making them somewhat distinct from other game objects
  • When possible think about the trap designs from the perspective of the inhabitants of the fictional world. what would THEY have built, with the technology they have, and the sorts of organisms around them?

Portico does not yet have a release date, but you can follow our progress on our Tumblr and Blog

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