The Problem.
I wanted to design a 2D platforming game that is enjoyable for both speedrunners and casual players, with mechanics and levels that encourage replayability for all types of users.
The Solution.
Developed a game focused on movement and dynamic animations using trigonometric functions in code. Added a dash move to destroy enemies and interact with the environment. The core idea was that fun movement would keep players engaged.
The Problem.
Wanted to design an arcade-style game with quick, accessible levels and hundreds of unique AI combinations for enemies and bosses.
The Solution.
Reimagined Pac-Man by having players control a ghost, dodging enemies trying to kill them. Levels last 20-30 seconds, requiring quick reflexes, with hundreds of enemy types and tens of bosses, all with their own unique AI.
The Problem.
I wanted to design a concise puzzle game within a 72-hour period, a genre I had not previously explored, to challenge and expand my skills as a developer.
The Solution.
Developed a game where players control a rainbow-textured blob with restricted movement, challenging them to think creatively to reach the exit.