It's all about movement- and feeling good while you do it. I based Sentient Cube around a primary idea: movement mechanics tied to the management of resources.
The first mechanic that utilizes this is the grappling hook, of which must be replenished once you use it for traversal.
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This creates a small-scale feedback loop and is what gives the game its "flow" or "rhythm."
I want players to be constantly analyzing, assessing, and then acting accordingly as they progress through the map. I try to design the game primarily around expanding this loop
Even the simplest of movements has numerous nuances to consider: where to land, which direction to bounce toward after you land, and whether or not you need to land early!
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Sentient Cube
Learn more about my development process through my devlog series