Oasis

Overview:

Setting: Desert and Underground Temple

Objectives:
Escape the “Oasis”

My Role:

Level/Puzzle Designer and Engineers

Project Background:

A 2D video game created with GameMaker by a colleague and me. This project showcases a combination of level design and storytelling.

Early Level Design

In the early part of the game, I chose to include a lot of easy obstacles, traps, and puzzles to help the player understand which objects can be interacted with and which objects can kill the player. As the game progresses, the levels will start to get harder with more challenging puzzles to help the player get used to the movement and mechanics of the video game.

Late Level Design

I came up with the concept of "trust" as the main theme, where the gameplay revolves around making the player question their trust in their moves. The coding required to make objects transparent is not particularly difficult, but the main objective of this level is to manipulate the player's psychology and create a sense of fear that prevents them from moving around freely.

I also introduced acid rain in the final level, which required the player to not only be aware of the obstacle in front of them, but also of obstacles around them at all times. If the player touched the rain, they would die instantly.

Engineer

Lists of what I contribute:

  • Pause menu

  • Main menu and parallax effect

  • Acid rain

  • Spirits

  • Tomb

  • Invisible obstacle and fake obstacle

  • Anti-spamming system

  • Text box system

  • Automatic moving platform

  • Sound effects and background effect

  • Respawn system

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