Oasis

Project Overview

Client
Team Project

My Role
Level & Puzzle Designer and Engineer

Timeline
Jan 2024 - May 2024

This was the first 2D game I created, developed with a colleague using GameMaker. Our goal was to design an empathy-driven experience that resonated with players. For this project, I focused on level design that supported the narrative, helping to strengthen the emotional impact through gameplay.

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 developed the concept of β€œtrust” as the central theme, designing gameplay that makes players question whether they can trust their own movements. While the coding for transparent objects was simple, the real goal was to use psychological design to create fear and hesitation, limiting how freely players feel they can move.

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.

An example of an acid rain, spirits, and moving platforms

An example of a β€œtrust” puzzle in the game, where the player must rely on their instincts to move forward.

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

Pause menu & Main menu parallax effect

Text box system

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Mystery Mansion