2016 - FPS Puzzle
Game & Level Designer, Programmer
How to understand well the constraints and strengths of puzzle games.
Cloud Era was a very ambitious project made for the Hits Playtime. Starting with a simple idea of creating a FPS puzzle game with the management of clouds and effects, we created a game with a few mechanics that did not fit entirely the puzzle game genre. That was our main mistake, we didn't have enough perspective and rational processes to understand that the mechanics weren’t suited for a puzzle game.
This is why we struggled in the development of the game mostly with the level design.
Concerning the level design with this kind of mechanics, it was difficult to create strong puzzles without backtracking too often. It was with this experience that I learnt a lot about rational level design. Without much experience, I tried to create a difficulty curve completely by instinct.
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