Three full, meditative levels
Intuitive gameplay and controls
Captivating audio effects
Charming environment to explore
Beautiful 11-song soundtrack
Elegant hint system
Float was developed in 5 weeks for an advanced game development class by my classmate John-Paul Depew and I. We had each previously worked on intense sci-fi games and wanted a change of pace by working on a game at the opposite end of the spectrum. The goal was to create a game that would be uplifting and meditative, appealing to casual audiences who wanted to relax. We knew that core aspects of meditative experience include a growing sense of wholness, feeling like part of something bigger, and transcending the limitations of everyday life - all in a quiet, peaceful way. A balloon lazily floating through a park, growing into a bigger bundle by finding lost balloons and lifting into the air, we realized, was an evocative metaphor for meditation. John-Paul worked on the core mechanics, while I found the 3D models and crafted the scenery. After this, I worked on other features like soothing hint mechanics, the tranquil start menu, and the uplifting climax after the second level.
Half of the enjoyment of Float is what you see. At the first level, the quiet, nighttime setting of a rustic carnival is a joy to explore, with friendly faces like bunnies and elephants waiting for you at every corner. As the player rises to level two, dusk turns to dawn, and the lofty balloons can now sail through the highest treetops. And for the ascension in level three, a surprise celestial domain awaits.
In the center of it all is the mighty windmill. Tall, homely, and lazily spinning, this polestar sums up the essence of Float.
Everything about Float harkens a gentle simplicity, from the reddish tinge of daybreak to the calming breeze of the Ferris wheel – even the gradual growth of the balloon bundle. The controls are no exception to this minimalist principle. Simply by moving the mouse, players steer the direction of the balloon, which propels forward with a left click. With a right click, the balloon soars through the air like a mighty wind!
Naturally, the user interface is also simple. In fact, the only HUD element is the number of balloons remaining in the level, resting at the top of the screen. In lieu of a score on the HUD, the increasing number of balloons bundled together serves as an elegant and narrative-driven way of indicating the player’s progress. If the player is unsure of the controls, a computer mouse with a blinking button floats into view on two balloons, prompting the player with the necessary control instructions.
It’s obvious that the visuals in Float would have to be so scenic when you consider that the gameplay is essentially an Easter Egg Hunt. You have to hide all those balloons somewhere, after all! But players wearing headphones are treated to elegant audio.
When in range of a hidden balloon, a distinct, short bell motif will play. Different, careful bell themes will chime as the player stays in range, getting louder as the player nears and softening as they go astray. Not only is this an intuitive way to keep the gameplay from being too challenging, but it taps into another mode of relaxation other than sightseeing: closing your eyes and being attentive.
For a game that’s about uplifting your soul and, literally, lifting up balloons, it only makes sense to conclude with an impassioned ascension into the heavens above. After collecting all the balloons at the first two levels, the player’s balloon bundle races skyward, entering the cloudy realm as music swells. Leaving behind floors and barriers below, the player can finally float freely like a bird in the sky. After collecting the last wayward balloon, the player returns down below, to the dawn of a new day.