dimmer

Created in 2 weeks, a top-down, fast-paced shooter for the First Game Jam: Summer and released on itch. During the jam, we stayed true to the theme 'Change'. We drew inspiration from Cyberpunk 2077 and Transistor. Designed gameplay where players navigate enemy-filled environments whilst managing ammunition, health, and weapon upgrades. The game challenged players by introducing tougher enemies, but also rewarded those who explored with extra med-kits and ammo.

  • Duration: 2 Weeks

  • Team Size: 4

  • Role: Game / Level Designer

  • Engine: Unity

  • Implemented a time-limited cover mechanic to improve tactical gameplay, enabling players to strategically control health and ammo while taking cover.

  • Designed so that the player was not always required to go into cover to reload, but reloading outside cover incurred a speed penalty.

E1. Enemy Encounters

Cover Mechanics

  • E1 was designed to deal 2 HP from the player; however, they only have 1 HP to begin with, allowing players to defeat them with the knife swing or the Sting (Pistol) shot.

  • The introductory mechanics were designed to teach the core mechanics and use of the melee weapon.

E2. Development of Enemies

  • E2 is designed to shoot back at the player, dealing 2 HP and having 2 HP health. However, E2 is designed to take 1-2 seconds to aim, and the accuracy drops for longer distances, which can allow players to dodge their attacks.

  • The Vulcan (automatic) weapon deals less damage against enemies, but what it lacks in damage it makes up for in the rate of fire.

E3. Tougher Enemies & Weapon upgrade

  • Tougher enemies to increase the combat complexity and challenge for players.

  • E3 moves 50% slower than the player however shoots the Spread (shotgun) weapon and damages the player by 3 HP.

  • The Spread (shotgun) weapon deals greater damage than any other weapon; however, to balance it, it shoots 25% slower than the other weapons.

  • The Spread weapon has a 2.5-second cooldown, preventing players from overusing it.

  • Aimed to design and encourage the use of environmental features.

  • Harnessed the concept of alleyways and vehicles as more than just visual props.

  • Introduced an element of urgency by implementing a time constraint of just 3 seconds, which encouraged quick decision-making between using health or reloading.

Non-linear Level Design and Hidden Exploration

  • Level design led players to explore rather than follow a linear path.

  • implemented if players choose to explore they will be rewarded with health or ammo.

  • These hidden routes attracted players with valuable rewards, such as Med kits to replenish health or ammunition to support their attacks.