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"Do not take life too seriously. You will never get out of it alive."  —Elbert Hubbard

Game Designer |
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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.​ 

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Stage 2

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

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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.

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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.

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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

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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.

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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.

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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.

Mechanics
Gameplay
Level
Post
Game Designer |
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Please email me if you are interested in collaborating. I look forward to working with you. Thanks for your time! 

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