Mugsters devs discuss the game's use of physics-based puzzle gameplay

A portion of a Nintendo Life interview with dev team Reinkout...

NL: Can you give us an example of how the physics play a role in achieving or reaching our goal?

R: There can be a light wall between you and a pressure switch that opens a gate to proceed. You could throw an explosive barrel to break the wall, pick up a rock which you'll leave on the pressure switch, hop into your estate wagon and drive onto the next problem. I’m also quite partial to using the explosion from a barrel to propel the character across large gaps.

NL: Was it difficult designing a sandbox-style puzzle environment with the game being action based?

R: Sure was! There are so many options and ideas it's really hard to keep things simple and try to avoid feature creep. But the water around being deadly helped a lot on keeping things in a compact package, what I like is that the game can cause some frustration, which drives you to cause some crazy driving chaos and completing an island while doing so.





from GoNintendo

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