No Signal is a 2D platformer game that offers a unique blend of challenging gameplay and puzzle elements. Play as CRT-15 whose sole desire is to watch TV, but everything just seems to be against him. Embark on a journey for signal and navigate through the dangerous slums and city, with the ability to toggle objects throughout the environment to his advantage. Will climbing to the top be worth the trouble? Or will he lose his signal?
No signal underwent various variations before the current gameplay!
- Progress of elements of the game
- Level designing
- Feedback
At the earlier phases of creating no signal, we were thinking of creating a challenging platformer. Where the designers had to think through the obstacles needed, the dimensons of the character, and using tile mapping with the help of Unity.
Drawing sketches of mock-ups like "Breadin'" and "TinyRabbitHole's" design process.
The considerations we had for no signal layout designing
Creating a whole level and testing out level designing and deciding static and mobile platforms the player can control. As well as brainstorming on the navigation on how the player is able to move about to get to the next level.
Whole level at bottom left, player navigation on the right, and an example of level design on the top left
Though 11 levels were challenging, we planned the levels thoroughly and had thought of the layout. However, we had a range of playtesters ranging from "hard to get past level 3" to "level 9 was easy".
And we had our own challenge of making the game progressively intuitive. Where the tutorial had to be clear with movement, and the skill level of the player had to be progressive.
And in the harder level of the game, there were more diegetic hints around and more skill needed of the player to progress through the levels.
Also, considering the transitioning of the gameplay to harder levels and level progression with designing the UI at the bottom left of the screen, indicating signal increasing getting stronger and that the player is getting closer to the top!
Gameplay levels showcase
Reaching the end of the production, we managed to create all 11 levels in 3 months! We were also able to keep our initial idea of gameplay goals and feedback implementations.
With our Agile Artists, Brisk Coders and Adept Design Thinkers, we were able to pull off this enjoyable gameplay for many players!
Thanks to all our playtesters and lecturers for the feedback to adjust the level of gameplay from easy to hard.Â