
"Do not take life too seriously. You will never get out of it alive." —Elbert Hubbard
Game Designer |
Color Match |
Beta
Started | (03/2023)
Completed | 04/2023
Est. Logged Time: 24hrs
DESIGN CONCEPT
Pre-Production
Genre: Puzzle | Time period: None | Location: None | Inhabitants: None
This is a minigame with 3 levels with the simple goal of reaching the checkered flag. This Project was also about creating mechanics for a premade Tile-Based game with no physics
Main Mechanics
Trampoline
Color Coded Door
Level Design
MAPPING
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Stage 1
Designed starting the player on the outskirts making them travel to the middle.

Stage 2
Designed starting the player in the middle because of where the player ended previously making them travel outward to the top right.

Stage 3
Designed starting the player at the bottom left because where the player ended on stage 2,continuing the concept of it feeling connected.

Mechanics
TRAMPOLINE
Spinning
The design of the trampoline has 4 colors intended to match the elevated floor its connected to.
Jumping
The ability allows the character to reach higher floors and to jump over pits.


Jump to Matching Color-Coded Tile
The ability allows the character to reach higher floors and to jump over pits.

COLOR-CODED DOOR
Gate & Code
The color of the Gate determines the key code to unlock it using the cube keys and the keys need to have the colors of the gate facing each other in order to open it.
Cube Keys
The floor beneath the gate tells you which cubes are the keys.


OTHER CUSTOM MECHANIC
Stamina
The player needs stamina in order to spin the trampoline and key cubes and they can recharge it by stepping on a charging tile.

INTRODUCED, PRATCICED, MASTERED

Gameplay
PLAYTHROUGH
Post Mortem
WHAT WENT WELL
Level Design
I started with the final level and work my way back. I did this because it tells me what I need to inform the player of in the previous levels using a message tile. I learned that they would need know what the orange tile is (stamina replenisher). I also learned that I need to inform them of about the colors codes of the floors and trampolines and the gates and keys.


WHAT WENT WRONG
Rotating the Trampoline
I tried multiple ways to make the floor unlock when the trampoline is rotated after being put down in front of it in every direction. The problem was that on each side of a tile the player can face up to 3 directions and that was becoming too large a task to figure out with the time frame I had. I wound up designing the levels so that the player never has enough room to place the trampoline down in front of a color coded floor and jump on it from any other direction than the correct one.

IN THE END
Overall
This project was interesting to say the least. It was a bit of a challenge designing a game with no physics. Once I got use to it however it became second nature.
Game Designer |




Please email me if you are interested in collaborating. I look forward to working with you. Thanks for your time!



