As half of a two-person team, I played the part of programmer, designer, and artist
on this project.
As a gameplay programmer (C#, Unity), I implemented the core mechanics
of the game, including
the matrix rotation
and spawn system with difficulty scaling
As a designer, I worked with Evan to design the entire structure of the game.
To add a challenging element of management and planning to gameplay,
we added a mechanic in which elevator guests are stubbon, refusing to move from
their assigned spots once the elevator doors close until they reach their destination.
As the primary artist for the project, I built the game UI, and illustrated all of the character art assets
Evan Charfauros created the background and floor art assets for the game.
Development took place over the course of 72 hours
in August of 2018.
Big thanks to Denny's for being open 24 hours and refilling our waters!
Ultimately, this is mechanically a fairly simple puzzle game.
It doesn't claim to revolutionize any genres or redefine standards of
planning in games. However, I believe it is strong (and Ludum Dare
voters agreed) for its mood and humor. Created over the course of 72 hours
by a two-person team, we didn't have the resources to create something
technically revolutionary. For this reason I see this project as an exercise
in creating mood in games: in this case, an aura of quirky humor.
One of my favorites is a description of the eel character: "this one's acoustic."
Well-received for its quirky humor
, this project really emphasized to me
the power of humor to add interest and fun to even a game with a simply mechanic!
"...one of those games that clicks with me super well - low pressure, good jokes... well done!"
The most valuable thing I gained from this project was acknowledging my passions
and confronting tough realities about the intersection of work and health
Over the course of four nights, I slept sixteen hours. There have been very rarely any other
moments in my life where I've felt as much of a flow state as I did on this project, and this
was perhaps the first time in my life that I've averaged four hours of sleep a night.
I understand that the video games industry especially has a reputation for unhealthy
crunch work schedules, and I still firmly feel that people need to be rested, healthy, and
happy to not only live life to the fullest but also to make good games.
After this project, I understand first-hand the feeling of loving a game
so dearly (whether because of the vision or the people involved) and working
unhealthy hours without thinking twice because your passions have blinded you.
With this in mind, in future game jams I will scale down the scope of the project or
work with a larger team. I will certainly carry this experience forward with me as
I continue to make games: compassion, for others and yourself, is just as
important as the care you put into a project
Play the game online here!