Platform: PC (WebGL)
Engine: Unity
Team Size: 3
Project Duration: 5 Weeks
Playtime: 10 Minutes
Build: itch.io
Designed the main ON/OFF mechanic, designed and iterated on five levels focusing on the binary state change
Scripted the core movement and menu systems on Unity/C#
Created and animated the player character and other assets
Players can freefall to the bottom- no meaningful platforming done in the first half.
One mistake and players will fall to the bottom to start over- it's good to avoid meaningless backtracking.
Added spiked floors so players are forced to platform around the vertically moving platforms
These spikes also reduce the delay between making a mistake and seeing the result of it- no more meaningless backtracking
Playtest feedback: lasers are too hard to avoid, adjusted timing and number of lasers placed
Playtest feedback: have to wait for a while for vertical platforms to arrive/their size is too small, adjusted speed and size.
Too linear/one note. Obstacles feel like they are just there for the sake of it
We should "spice it up" more since it's the final level of the game.
Must reach the right corner first before reaching the exit- solved the linearity problem
The golden path is still a straight line- still too linear
Now nonlinear (must reach the top first before coming back down)
Now it feels like the level can be extended- the way back isn't recontextualized enough (lasers aren't enough)
For the time spent and the number of people involved, this project was smooth from start to finish.
+High polish, with frequent iteration cycles and feedback-driven team environment- more communication meant more opportunities to find problems.
+Lots of technical implementation work done by me- understanding how things work allowed me to design around that, and vice versa.
+Doing art made me think about visual design from a game design standpoint- I was able to communicate better through ways other than game design.
-I wish we did a bit more levels- such an interesting concept for just 5 levels!
The very first diagram I drew for the game, made before the first team meeting. The core foundation of the game was already there.