Allocation is a Metroidvania game without a connected world map. Instead, you must create pathways between key points using the rooms that you collect as you explore.
Rooms are divided by difficulty, so you decide how challenging the game will be by creating your own paths to move around the world. The more you explore and add rooms to your collection, the more choice you have when designing your routes.
Creating a Path
Press the up arrow in front of the monitor to access the map system.
From this screen you can see the rooms you have obtained. If you select one of the yellow rooms and press the Z key, you can then place that room onto the minimap.
Place a few rooms onto the minimap to connect two areas. Aim to reach the red dot room on the right-hand side of the map!
Arrow keys - Move your character / Choose options in the map system.
Z key - Jump / Select an option in the map system.
X key - Shoot / Cancel an option in the map system.
cool idea , i found myself replacing a level or two to have an easier difficulty and solve by that my problem in the game. this is different.
the pazzle element with it you sit and think without death punishment, followed by tension in your journey to the objective with a progress to lose if you die . i enjoyed that loop several times to the end of the game.
i will look for your next games. thanks for making us enjoy this short time.
Was a nice game just way too short for my taste :-)
Expand the game a bit, make some of the movable rooms only usable once you got certain powerups. (I mean for example that the room has some death pit in iit that can only be overcome by having some hover ability. if you don't have that you cant cross that room and therefor placing it would be useless)
and hiding these abilities in the fixed location rooms. probably build some other fixed room with some miniboss in front of it.
One recommend: reduce the player's X-hitbox by 1 px on each side. Seems like a lot of movement is (+1, repeat +2) and it makes lining up with tile spacing impossible; and a lot of the harder layouts require pixel-precise positioning for navigation.