Play at itch

A puzzle-solving game based on 2D and 3D projection switching and spatial interaction. Players control characters in different dimensions, using simple mechanics to navigate through rich puzzle environment.

PROJECT TYPE

Acerola Jam 0 Gamejam

GENRE

2D+3D puzzle

Platform

Windows PC

Engine

Unity 3D

Language

C#

Duration

2 days + 6 months

Team Size

2

COMPLETION

August 2024

Tools Used

Photoshop,
Ipad,
Git,
Xmind

Role

Gameplay, mechanics,
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.

This team project was developed for the Acerola Jam 0:  ab·er·ra·tion as part of a two-person team. We want to define aberration through shadow deformation and “the paradox of shadow”.So, Shadow started as an exploration of how perception shapes gameplay. Inspired by the unique mechanics of Shadeshift and Fez, I wanted to delve into the idea of transforming the unseen into the tangible, using shadows as bridges, walls, and tools for discovery. This project became a way to reimagine how players interact with their surroundings to create a platformer that encourages curiosity and rewards creativity.

Logical Complexity
of 2D and 3D
Interaction Mechanics

The relationship between 2D and 3D was designed in progressive steps, guiding players to gradually understand the linkage between the two.Player comprehension of 3D scene occlusion and its relationship to 2D projections was a key focus during testing, with adjustments made to lower the learning curve.

Balancing the
“E” and “SHIFT”
Functions

Introducing the “E” key and “SHIFT” functionality allowed players to switch control between 2D and 3D characters, adding freedom but also the risk of overcomplication or imbalance, which could disrupt the game’s pacing.
Clearly defined functions were assigned: the “E” key focuses on interaction between characters, while the “SHIFT” key is used for classic puzzle mechanics like platforming and box pushing.

Integration of
New Mechanics
with Existing Gameplay

Adding new mechanics like glowing boxes, turrets, and multi-angle projections required ensuring compatibility with existing mechanics to avoid gameplay conflicts or logical inconsistencies.
New mechanics were tested independently to verify their logical consistency with existing rules.A modular approach was used to develop new features as independent components, allowing for easier adjustments and future expansions.

Design of
Multi-Angle Projections
and
Multi-Character Mechanics

When multiple 2D characters interact with scenes projected from different angles, managing complex physics (e.g., gravity, collisions) and guiding players to find solutions became a significant challenge.
Currently, this concept is in the paper testing stage, with no prototype development yet. By drawing and iterating on paper-based level designs, logical consistency can be ensured before implementing the feature in later game chapters, reducing trial-and-error costs during development.