Sort was the very first game concept I ever created, working off of the deceptively
simple idea of sorting objects into groups. The game features two modes of play:
‘Zen Mode’ and ‘Rage Mode.’

‘Zen Mode’ focuses on an inert pile of shapes that the player sorts into a series of boxes
at the bottom of the screen. There are no time limits, playing up the calmness generated from sorting out objects without putting pressure on the player to perform.

‘Rage Mode,’ in contrast, consists of swiping falling objects into the correct bin
at the bottom of the screen, avoiding obstacles like fans in later levels. But, should
you let enough objects miss the bins and fall off screen, you automatically fail the level.

Each mode is meant to be a compliment to the other, allowing the player to take
breaks from ‘Rage Mode’ and calm down should they become frustrated without leaving
the game. Similarly, if a player becomes bored with ‘Zen Mode,’ ‘Rage Mode’ is ready
and available to entertain until they become frustrated. 

With a cyclical structure of frustration and recuperation such as this, a player can play f
or longer periods of time without the need for outside interference.

Throughout the concepting for this design, I had quite a bit of fun examining the balance between frustration and relaxation. The idea of creating a method of game flow that allows a player to control their difficulty is not new, but I have yet to find another game
that balances frustration and relaxation in a manner entirely controlled by the player.

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