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.
















