We wanted to take a literary approach to 'stumbling on stones,' where low-level detail, minutiae, struggle and failure, hubris and arrogance, and snap judgements are essential to the player experience. Hence, the project followed the design pillars of having:
Achieved through four gameplay loops (right), players will pay attention to resource, combat, network, and crisis management.
The RTS arena underwent four revisions over the course of two days. The map encourages players to:
Within a playtested, balanced, and rubber-banded match, the gameplay loop challenged players to:
In the release, rubber-banding is reliant on the number of towers created. A future improvement would be to attach rubber-banding to the number of ants alive to avoid the exploit of rapidly growing an ant population with a small network, then making a fast push toward the enemy hill (seen within the gameplay video above).
The goal was to create a dynamic, player-emergent system where players rely on hubris, reaction, and strategy to win. Noted through playtesting, matches lasted for an average of 10 to 20 minutes, with high retention and playthrough.
This prototype sees players trek deep into the inner bodily workings, upgrading gear to new areas, and challenged by environmental hazards. Level design focused on coercive hallways that encouraged players to advance to solve simple room-shifting puzzles, complete small platforming activities, and navigating claustrophobic spaces.
Additionally, this prototype included minor player progression, allowing players to unlock doors and increase their speed with their axe.
Game tutorial, which, through framing and staged elevation changes, forces players to focus sightlights on crouching tutorials, platforming segments, alternate pathways and secrets, and key environmental block-ins.
All materials and textures were hand-painted to give an organic and early 2000s feel to this game. Below is an high-definition screenshot displaying a standard challenge room hallway with light platforming elements.
Since the environment is dark, lighting was crucial for players to indicate where/what they can interact with and navigate. For example, see the general lighting, glowing pearl (1/4 left), glowing hallway (center), and player-lit objects (interactive axe on the right, and bone for close collision on the left).
Following an "obstacles create the path" theme, the primary design pillars of this game were to:
Players must navigate a cocktail bar while balancing drinks and managing thirsty/disruptive patrons. Following the theme and beyond social commentary, the Frog patrons create a physical obstacle that changes player movement flow, as well as an interactable that players can strategically destroy (pushing/hitting). However, Player combat must be strategic in,