Exploring Gunpowder

We are so excited about Gunpowder's release on Steam next week (read all about that here) that we have decided to show off a few levels from the game, the mechanics on display and their unique western themed environments. Through this you will be able to get an idea of how this explosive puzzle game plays and how it gets increasingly complex as you get further into the story of Incendio, a hero who decides to liberate the people by stealing from the evil Boss Grimshaw. 

There are over 150 levels in Gunpowder, but don't let that intimidate you or make you think that game is only 150 minutes long; each level in Gunpowder is designed to be fast and rarely do they have an average completion time of over one minute. However, as levels get complex and introduce new mechanics you will find yourself trying out different strategies, replaying the level to get all of the optional objectives (the piggy banks or the hidden treasures) or just trying to do it as fast as you possibly can in order to reach the top of the leaderboards. In this post you will be able to see how that all goes down across five different levels from Gunpowder. 

This first level is from one of the earliest parts of the game, Chapter 1, and it shows off some fundamental mechanics. Below you can see how each barrel has different explosion radius' and how you have to use that to conserve gunpowder. Gunpowder is your lifeblood, it is generally your main tool for creating your explosive mayhem. When a barrel explodes you only need to make sure gunpowder is touching that explosion radius, since that explosion will ignite the gunpowder if it is close enough. It's a simple concept, but one that is important in many levels because of how little gunpowder you often have to work with. 

This second level is still from Chapter 1 (there are five Chapters total), but it is far more complex than the previous example. In terms of difficulty it is still fairly easy, this is only the first chapter, but it combines many different elements that were slowly introduced on previous levels. For instance, you still have to use a limited supply of gunpowder, so you need to leave gaps and use the barrel's explosion radius to your advantage, but you also have time everything with the uncontrollable cart of hay floating down the river. This one is mostly a race to see how fast you can do things, for the sake of leaderboards and your competitive spirit, while everything is in motion. Take a look: 

This third level comes from level 13 of Chapter 3. In between Chapter 1 and 3 plenty of new mechanics are introduced, and you can see some of them in play on this level. You have uncontrollable elements, the minecarts, items you have to physically use during the level, the gatling gun, and side objectives, the piggy banks, that have to be taken out immediately before you mess with the main objective. Ever since Indiana Jones and The Temple of Doom I've had a unhealthy desire for mines and minecarts, and this entire chapter fills that nicely. 

This fourth level hails from the mighty train based levels of Chapter 4. This is the very first level from that chapter and it introduces doing much of what was learned through the previous chapters, but with moving trains full of destroyable objects and obstacles. This one is rather simple since it is the first level of the chapter, but it still has quite a bit going on with cannons, tnt, and limited gunpowder. As the train levels go on they start to introduce other concepts as they move from trains, to banks, and then to saloons. This chapter is chock-full of interesting designs in iconic wild-west environments. 

For this fifth and final level, we are going all the way to the snowy mountain tops of Chapter 5. Here we have entirely new mechanics, like pulley platforms, on top of other challenges that were previously introduced, like different height levels and putting down gunpowder in real-time in order to keep multiple lines going. Putting down gunpowder while everything in motion starts out simple, but what about when there are multiple lines you have to reconnect or when you have just barely enough so that you have to be incredibly careful with it? Combining all of that with other mechanics is challenging and tough, but very doable. Check out this last level in action: 

As you can see through all of these basic examples, Gunpowder has a variety of themes, mechanics and challenges. I purposefully chose some of the more rudimentary levels because one of the things I enjoy most about the game is figuring out how to beat levels in the most efficient manner and by visually showing each level here that would influence your choices were you to play it. This ends this quick look and if you have any questions about the game feel free to ask. If you are interested in picking it up next week (it releases on July 8th) then head on over the Gunpowder Steam Page