After waking up, hands bound tightly behind your back, you're greeted by an unfamiliar face. His heavy breathing and threatening stance are enough for you to know he's up to no good. Get out of there, before he decides to stop playing with his food.
The Stranger was developed on an intermittent schedule over the course of 3 months. Initially started for a game jam, this project was a first attempt at some real puzzle design, using biblical references and mechanics that played into other mechanics to reach an end goal. The challenge was finding a balance between holding the player's hand and leaving them a puzzle with no clues to help solve it. All while maintaining a single level of difficulty for all players. This project taught me a lot about maintaining reusable, clean code that isn't bloated but can still facilitate multiple uses. From a design perspective, I learnt a lot about how much information to give and not to give the player at different stages of the game, as to not take them out of the experience.