For this two-player, offline, communication based puzzle game I served as game director as part of a core leadership team alongside two other leaders. Additionally, I worked in the Unity engine in order to design, implement, and iterate on puzzles that focused on the core game mechanic of communication between two players. The game is currently in development with plans to release in August 2020.
Current and legacy builds for PC, MacOS, and Web client are currently available on itch.io
The core mechanic of Mobius was to foster communication and conversation between two players in two different instances of the same environment. The greatest design challenge was to encourage what we eventually called the ping-pong style of gameplay, where one player would solve an element of a puzzle or gain some information that they would provide to the other player, allowing them to solve an element of their puzzle which would provide them another piece of information that they would then provide to their partner. While simple in concept, designing puzzles that felt engaging to play, and where it didn't feel like the ping-pong elements began to overstay their welcome was a huge challenge.
The puzzle shown to the left is a good example of this ping-pong style, the blinking lights serve as the information cue that you would provide to the other player, resulting in them attaining an item and changing the lights on their machine, providing them with numbers that they can then provide to their partner.
For this undersea puzzle game, I was primarily the lead programmer, working in the Phaser development framework to implement the puzzles designed by my teammates. I was also involved in the initial story development, which unfortunately had to be removed due to time constraints. World 1 was primarily my design as a tutorial world, where World 2 was developed by other designers on my team.
Available on itch.io