Turn-based puzzle game
"Prevent eternal darkness! Control the sands of time and use your fluctuating size to traverse the landscape of dreamland and restore the balance of night and day."
2 Animators
4 Graphical Artists
3 Level Designers
5 Programmers
6 weeks halftime
Unity
Game design
Level design (One level per world, four in total)
Sound design
Crafting good puzzles is a challenge, so I created two cardboard prototypes to aid the process.
This turned out to be a very good move as it improved our communication with other disciplines, giving us a clear understanding of the mechanics and its uses.
I also feel it helped making everyone feel more involved in the process of making the puzzles.
Fairly deep into our project, we stumbled upon an exploit with how the player could backtrack over its trail. We used the card board prototype to come up with a solution.
Fun fact: I made most of the sound effects, although uncredited!
I learned a lot during this project. It was my second project within Unity, and my very first mobile game. I really enjoyed crafting the puzzles, and I think I contributed really well not just with level design, but also to keep the group focused and work toward the same goal. At times I felt there was a rush to get things moving, but I believe in taking time to develop ideas properly.
Using a physical prototype (like the cardboard version) and having a solid mockup helps tremendously in ensuring everyone is on the same page and cuts down on unnecessary work.
Our group put in a lot of effort, with a solid vision and strong teamwork. It paid off, as we created a great game, even winning Best Mobile Game at the Swedish Game Awards.