Title: Squeak and Seek
Engine: Unity
Genre: Mystery/Puzzle Game
Role: Project Manger/Game Designer
Team Size: 5
Development Time: (1 Week)
A puzzle game created for a one-week game jam alongside a small team of 6. In the game, you solve a series of 3 logic-based puzzles using a physical component. The game's physical element is a Morse code alternative called mouse code, which uses the number of letter "e"s contained within the word "squeak" in order to signify letters that can be used to spell out codes.
On the team, I was mainly the project manager while also working on the puzzle design of the game. In the project, you play as a detective trying to solve the case of a famous thief who back in town. For the project, we were told that we needed to have a physical component for the game, so in order to play into the theme we came up with a form of cipher called "Mouse Code". After that was created, I went about creating puzzles on how to use it and new mechanics we could go off of.
I tried to find an approach that could be built upon going forward, for the group came up with a mechanic called "The cheese of truth," which, when activated, reveals secret messages hidden in images. The mechanics were a group effort, but further developed by myself. We have 3 puzzles in the game and I spent time thinking how it could be applied to each in an interesting way the player wouldn't expect from the last, but in a way that could be deciphered by completing the puzzle. I think this project shows a good progression in mechanics, from the introduction of the cheese, the discovery of further depth of that mechanic and then putting all the pieces from it togehter at the end.
The puzzle required as much testing as we could provide to make sure each came across as intended. We wanted to make sure we fulfilled the promises suggested by the game concept of solving cases in a rat and cat-themed world, such as solving tricky, but appropriately themed cases.
On the left is an early test we had done of the mechanic, making sure that it worked and felt right in the way we presented it. The top-down perspective we found was simple yet effective, and we enjoyed making players peer through small holes, as we found in testing that it felt more like a magnifying glass through that effect. Amplifying the theme through puzzles that matter was something we definitely wanted to reinforce in order to incorporate good ludo-narrative harmony throughout the experience.