Made with: Unreal Engine's 'Hour of Code', 'Infinity Blade: Effects' and KK Design's 'Modular Lost Ruins Kit'

Main focus: Level design, puzzle & gameplay design

Prototype for a platformer puzzle, started from an idea of what a semi creepy “little indiana jones”-kind of game could look like. Overall it was both an exercise in puzzles, pacing, composition etc. Some of the challenges along the way are optional as they reward the player with coins, so there’s some wiggle room for the difficulty on those to be even higher than the rest.

Screenshots

Little Indiana Jones

Overview

Challenge design

The aim was to have three kinds of challenges with different takes on *how* they are difficult. Following this model on how different games/sports/etc. can be challenging in different ways, I wanted to have one in either end and one in the middle:

  1. One with “simple” challenge, but made more difficulty from time pressure (proximity spike traps)

  2. One with more complex challenge, but made simpler from having no time pressure (urn puzzles)

  3. One that was a bit of a mix (timed spike traps)

Both the traps use spikes to make it easy enough to understand— spikes = danger, so player should avoid them, but having two versions that would force the player to use different tactics.

Proximity traps get activated when the player steps on them, forcing the player to be run to evade them (and thus not have a lot of time to think about it).

Timed traps continuously activate and deactivating, thus blocking and unblocking the player, so they cannot simply run through it and actually have to be a little more careful (in the case below there’s 10 arranged in two groups, so when group A is activated, group B is not and vice versa).

Meanwhile the urn puzzles are more complex, but there’s no time pressure on completing them. They work by having to find urns in the environment and step onto the big buttons in the correct order, going from shortest to tallest, left to right (in the case below the solution is BADC).

Spike trap (proximity): Difficulty: Simple, but with time pressure.

Playthrough

Spike trap (timed): Difficulty: Mixed

Urn puzzles: Difficulty: Complex, but no time pressure.

Model on “absolute difficulty” by Ernest Adams