The Power of Influence
Inspired by Pikman, we wanted to evoke "influence" that would cause the little creatures called "crowdlings" to follow the player. This was accomplished using Unity's NavMesh system.

The Moods Represented
We used colored particle effects to represent what the player was evoking. Rage is red with a lot of noisy movement compared to joy which is green and moves gracefully.

Example Solution
Here is how to solve the "Sledgehammer" level.

Rage vs Joy
Moods caused different behaviors. Rage made the crowdlings break objects. Conversely, joy allowed them to literally lift objects up. Lastly, neutral mood (not shown) would cancel out influence.

Names with Purpose
Each level was a puzzle to be solved. To give players a small hint, we gave the levels clever names like "Sledgehammer" to give the hint that something must be broken.
