Doomsliding is an exploratory puzzle that builds on the mechanics of a sliding puzzle and integrates the path-maker grammar I developed last semester. The game explores the endless permutations possible within a 5x5 grid, inviting players to experiment with different patterns and paths.
Creating abstract compositions to study the relationships we create between the black/occupied parts and the voids or paths we create to connect them.
How to play:
🟥 Click on any tile adjacent to the red square (empty space) to swap positions.
🎨 Try to reconstruct the gradient pattern or simply experiment with different compositions.
⏳ You have 60 seconds—create as many variations as you can before time runs out!
Assets:
- Sliding puzzle(2D) scripts
Publisher: Tidominer(youtube)/ March 6th 2025/ https://www.youtube.com/watch?v=rJFprTG3wE0&t=354s
- 3D models & visual design created with AutoCAD and Blender, inspired by my path maker grammar (Fall 2024)/ linkÂ
The primary challenge is to rearrange the tiles into their original gradient-based composition, guiding the eye from the top-left to the bottom-right. However, there’s also a free exploration mode, where players can move the tiles freely, studying the relationships between black (occupied) areas and the voids or pathways they create.
There’s no single way to win—just a time constraint of 60 seconds to explore as many configurations as possible.
I enjoyed developing this game, especially how it evolved naturally during the process. What started as an attempt to digitally recreate a physical puzzle toy became a programmed extension of my grammar work—something I didn’t have time to fully explore last semester.
The 5x5 grid allows for 120 different permutations, making this game an ongoing exploration rather than a one-time challenge. I’m fascinated by how code enables exponential possibilities and how game mechanics can turn a design tool into something playful and interactive.