Linelight is a refreshingly inventive, minimalist puzzle-adventure experience. It takes the wildly simple premise of "What if everything takes place on a line?" and rockets it into outer space.
There’s no jump button. There’s no shoot button. You can, however, move, and that one ability creates a universe of possibilities and one mind-bending experience. Each mechanic is immediately understandable, then gradually combined with familiar elements, leading to an exponentially large array bursting with puzzles, each with a one-of-a-kind solution.
Guide Dash across the game’s rich, clean, and super-duper relaxing worlds; Linelight simulates the experience of getting an A+ on an exceptionally hard test while receiving a back massage.
“What if you were a line… and everything was a line? How would I program that? How would it play?” The idea grabbed me, and without consideration I grabbed it back. “I’m going to be rough,” said the obstinate Line Idea, “You don’t know anything like me.” I replied, “I assure you, I am more stubborn than you are.”
I named it LineCrawler.
A few months after we’d met, we started seeing each other full time.
“I might not want to be a puzzle game, Brett,” whispered LineCrawler, “I could be an action game. Would you make an action game?” I looked up. I wasn’t sure. The idea of making an action game was not interesting to me. But this was LineCrawler. “I will do my best to listen to what you want to be.” Resultingly, LineCrawler (now called Linelight) has action levels that require an almost trance-like pattern-recognizing mental state. Linelight has taken me many places I’ve never been before.
Two of my core design mantras have been “Simplify until another reduction would remove the puzzle,” and “No redundancy.” I’ve worked to make each puzzle as naked as possible so that the beauty of each solution is vivid and unobscured. With only a handful of deliberate exceptions, anything that obfuscates the solution, even partially, isn’t allowed. I’ve also worked hard to reduce any unintentional non-puzzle-solving time so that the game is as lean, elegant, and pure as possible. To my elation, Linelight’s mechanics have been wonderfully generous to afford this firm, zero-filler ethic.
Concept, design, programming, art, music and sound: Brett Taylor
Marketing Director: Christian von Uffel
Marketing Coordinator: Kate Quinlan
Website: Chris Hallberg