Shape-shifting fun, all inside a rudimentary, 2D playground of hazards and obstacles.
This project was done in under a week as an experimental first prototype for my new indie studio I launched with a fellow designer from University. My primary contributions for this project included the programming, hazard/entity, and some basic versions of some of the levels. The remaining level design was done by my partner.
One thing I wish I would have done differently here is plan out how our systems would play into each other prior to implementing them for testing. I'm largely referring to the "Ink" system, which limited the number of stamps that could be place. The reason I introduced this was because I wanted players to have to think about how they would traverse a level before they go diving in. This strategy somewhat plays into some levels, but overall the game leaned more towards reactive, sometimes frustrating platforming instead of careful strategy like in a game such as Braid. On a re-visit, I would love to overhaul the stamp placement, ink system, level design, and more to create something more akin to my original plan. I learned a lot about design, scope, and version control doing this project, which was applied to our future projects.