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