Game Designer
Help design ship parts spec with various physics features, e.g., EM Catapult
Set up the maps based on the ability of the weapons and playstyle
Game designer
Implementing experimental features like camera tilting and balancing.
Prototyping jump arc with physics to get a better feel
Creating a metric script to better evaluate design goals
Game designer
Tailored the rising lava speed to create a balance of intensity and accomplishment
Tweaking jump feel to make it responsive, while not too overpowered
Adjusting maps from draft to make the difficulty increase as the player progresses.
Game designer
Create an easy-to-implement level for all 4 jumps to differentiate themselves
Discuss and came up with the distinct 4 jumps, climb, poppybird, dash, and jetpack
All are using the same input
Accompanied by simple lava blocks, it creates intensity proportionally.
Game designer
Using one input only, creating a capable movement inspired by the charging bull
Create a dynamic map that balances timing and strategy
Game designer
Brainstorming on use of light to fit in this one bit challenge
Implementing thje spotlight effect--where once flickered, the region would shrink in size
Setting up enemy behavior on paper
Game designer
Iterating game rules with playtest data, and making bold changes to revamp
Balancing the number explosion by ditching numbers with cards instead
Balancing the map by cutting down half of the map
*We literally had 180 playtest entries
Game designer
Jump out of the box of traditional paper games, expanding the play area to room size
Experimenting with simple tools like ropes and LEGO blocks
Inspired by circus performance--creating fun while mimic them
Run around, but fun!