Play at itch

A puzzle game based on a rotational mechanic. It
combines physics and spatial logic, allowing players to
rotate different layers to solve puzzles, aiming to provide
a strong “eureka” moment for players.

PROJECT TYPE

Personal

GENRE

2D+3D Puzzle

Platform

Windows PC

Engine

Unity 3D

Language

C#

Duration

3 months

Team Size

1

COMPLETION

August 2023

Tools Used

Photoshop,
Wacom Tablet,
Tiled,
GitHub

Role

Concept, 2D assets, Animations
Gameplay, puzzle and level design,
Pacing, prototyping, presentation
all gameplay scripting.

For more stories behind the design and
development iterations of the game, please
watch my gameplay commentary video
below.

Pivot Maze started as a personal project to explore how far I
could push the potential of rotational mechanics in puzzle
design. Inspired by classic games like Rubik’s Cube, sliding
puzzles, and gravity mazes, I wanted to see how well I could
combine these elements into a cohesive platformer
experience.

Balancing
Complexity and
Intuitiveness

The rotational mechanic has great potential, but designing puzzles that are both challenging and easy for players to grasp is difficult.

I broke down the rotational mechanic into three core dimensions (layers, physics, and centers/angles) and introduced them gradually. Small-scale playtesting helped refine puzzle design for better clarity and engagement.

Creating "Eureka"
Moments

Designing puzzles that lead to "eureka" moments requires aligning players' problem-solving paths with the intended solutions.

Intuitive mechanics like "grab" and "insert" encourage experimentation. Multiple testing sessions allowed adjustments to puzzle layouts, making "aha" moments more natural.

Avoiding
Overcomplication

With new mechanics like "grab," "insert," and "sticky terrain," keeping the rotational mechanic as the central focus while avoiding overcomplexity is a challenge.

Each new mechanic was introduced through dedicated levels, starting with simple functionality and gradually integrating it with rotation to enhance puzzle depth.

Limited Resources
and Time

I prioritized developing the core mechanic and building a strong prototype, leaving more
complex features for future updates. Modular design ensured scalability and easier
optimization.