8 screens of two-player puzzle-platforming
2 scrolling, speed levels
Coordination-coaxing level design
Unique light mechanic
Charming fantasy aesthetic
Illumin-Mates was developed in 100 hours for Extra Credit’s May 2019 game jam by my friend Ryan Wasil and I. We collaborated on the level design, concept, and programming and gathered free music and art assets, with the final product receiving accolades by fellow indie developers. Most importantly, though, the game jam was a huge success both in the lessons learned and the completion of a delightful game within the time constraints.
Though Illumin-mates is a simple game that was made quickly, I still wanted it to have an engaging theme. Its storybook fantasy aesthetic was borne out of the gameplay, with the light-based mechanics lending nicely to a light vs. dark ambiance. Simple opening text and an encroaching darkness in the scrolling levels communicate this theme expressively, in addition to the character design of the two avatars, which were created by another artist.
If you try to play Illumin-mates by yourself, you’ll be missing out, because the puzzles are specifically designed for the cooperation of two players. The central light mechanic – where both players activate/deactivate platforms of their corresponding color by their proximity – leads to puzzles where players continually collaborate on where to place their characters. Almost always, puzzles depend on one player activating or deactivating a platform so their partner can traverse through. But determining the proper timing, positioning, and movement takes time and communication.
The gameplay of Illumin-mates is slow and methodical – except for two bonus levels. At these times alone, players must think fast to escape an unstoppable chase of darkness. The quintessential collaboration, positioning, and timing puzzles are present, except now players are pressured to communicate quickly, and with a relentless timer that keeps them tense til they reach the light at the end.