IGF 2012 entries The Fourth Wall and Eyez have the same mechanic, which is also visually represented practically the same. Players in both games create a blue aura around the borders of the screen, during which time their character can warp from one side of the screen to the other.

Screen wrapping is by no means innovative. The original Mario Bros did it in the early 80s, and there are games that probably precede this instance. However, as scrolling platformers continue to pour out in droves, screen wrapping hasn't been used all that much recently.

And so, it is no surprise that developers Logan Fieth of The Fourth Wall and Hua Chen of Eyez decided to dip back into the game mechanics pool and put a twist on screen wrapping. Little did they know that they both created a mechanic with the same look and feel. After taking a look at both games beyond the jump, hear Digipen Institute of Technology Junior Logan Fieth talk about The Fourth Wall and how he feels it is different than Eyez.

Fieth shares that he was not actually aware of Eyez before I contacted him. He shares, "This is really cool, because I had not seen any other game that had a similar mechanic to The Fourth Wall until now. I mean, sure, many games have had screen wrap, but I had not seen any that let the player toggle it on and off at will."

Fieth says that while the screen wrapping ability seems to be the same, Eyez also has a red border which turns the screen border solid. Fieth confirms that The Fourth Wall does not have an equivalent to this red border.

Another aspect that seems different to him is how much the developers are telling the potential players about each game. "I want to keep a lot of the game under wraps, since so much of the game is made up of 'aha!' moments. In Eyez, they seem to be pretty upfront about their abilities. The Fourth Wall takes a different approach, showing only one use for the ability in the trailer and expecting players to extrapolate from that."

As for the platforming mechanics, he thinks that Eyez tends to have more of the old-school platformer tropes, like collectibles and enemies, than his game. "With The Fourth Wall, there are no collectibles, and there are no enemies. The player will come across new mechanics, though, such as a super-jump pig and different fluid streams."

Fieth also feels the two games' jump height and length differ. "The jump height and length in The Fourth Wall is quite large in relation to the screen size. This way, the player can easily go through the top of the screen, or get from one side to the other quickly. Eyez seems to tackle this problem in a different way - with a wall jump and the red border."

In sum, Fieth says that the two games are fundamentally different, despite the same mechanic. The Fourth Wall attempts to focus on puzzles involving the screen wrap mechanic, he shares, whereas Eyez seems to be more like an old-school platformer. "And that's cool to see that; these are just different ways of approaching the same mechanic."

The Fourth Wall is slated for PC January 2012.

[Later this week, we will hear from Eyez developer Hua Chen.]