My Pet Cthulhu is a 3D platformer designed for speedrunners, where an Insanity Mechanic influences every aspect of the game.
Each kill increases your insanity, making the game faster, distorting visuals, and dynamically altering the music. The only way to regain sanity is by waiting it out or taking damage. This of course slows you down, forcing players to balance risk and momentum for the fastest time.
In short? Everything. We stripped My Pet Cthulhu down to its core fun elements and rebuilt from there. This project taught me the importance of letting go of ideas I was attached to in order to create something better. The only mechanic we kept was the player's ability to grapple with a tentacle and aesthetically, we retained the Virtual Pet theme but took it further into a new direction.
Since I developed the prototype, it was natural for me to be the project lead, this meant my responsibilities included setting the overall creative vision, delegating tasks between the team members, and managing the project timeline.
This role was a big step up in responsibility compared to my usual solo-projects, but it was very rewarding. During the prototyping phase I made it a priority for everyone to be content with the current direction of the game. If someone was unsatifisfied with one aspect, we'd brainstorm until we got to an idea everyone was happy with. Often this resulted in ideas everyone liked more than the original one. This approach was also great for morale, since everyone was always fully on board.