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Others
(2D&Board Game)

Please contact me if you would like to try 'Silenced Wills" & "Pack Me Up" (Windows Only)

Silenced Wills

Silenced Wills

ROLE

Level Designer / World Builder

2D Artist

Unity​ Programmer

ABOUT

"Silenced Wills" is a 2D top-down horror puzzle game developed in Unity. Players take on the role of a student who appears in a strange mansion, exploring the house and solving various puzzles to uncover the truth and escape successfully. Players can use a camera to aid in puzzle-solving and combat evil spirits.

Tool

Unity

Development Time

9 Weeks (2021.8)

Platform

PC

Team Size

Individual

Contribution

Contribution

Highlights

  • Horror Theme and Its Representation

    • ​Immersive Atmosphere

    • ​Achieved through the combined use of sound and lighting effects

  • Narrative-Integrated Puzzles

    • Each solved puzzle offers insights into the background story

  • Puzzle Steps Driving the Narrative

    • The conclusion of a puzzle hints at or guides towards the next location or puzzle

  • Overall Narrative Flow & Spatial Reuse

    • ​The design of puzzles and narrative flow encourages players to explore several areas multiple times to achieve the final goal, adding complexity and variety to the level

    • ​Players revisit previously explored areas, encountering new challenges each time, which brings surprising changes to familiar zones

  • Performance and Guidance

    • ​The level includes performances for narrative enhancement and guidance, along with sound and light effects as directional tools. These elements, placed between puzzles, provide players with breathing and resting periods after intense puzzle-solving sessions and guide them to the next destination

  • Mechanics and Multifaceted Puzzles

    • ​Puzzles come in various forms: textual, logical, poetic, visual, musical, environmental, interactive, etc

    • In addition to basic puzzles, mechanisms like flashlights/cameras are incorporated. The flashlight illuminates small areas continuously, while the camera emits a flash to briefly reveal a larger area (with cooldown and no visibility when not flashing). The camera also aids in puzzle-solving (breaking seals) and combating evil spirits (causing damage and stun), though combat is not the primary focus of the level

Details

Pack Me Up

Pack Me Up

Contribution

Contribution

Highlights

  • Difficulty Curve and Tutorial

    • The level difficulty progresses from easy to hard, with two "fun levels" in between to provide relaxation for players who've endured the intense challenges

    • ​The first two easy levels quickly teach basic mechanics through dynamic text, and new props/obstacles are introduced with dynamic visuals to demonstrate their functions

  • Creative Levels

    • Each level focuses on different skills and techniques, building on what's learned in previous levels

    • The levels contain various intriguing objects and props, like portals, wind zones, gravity panels, and bouncing balls

    • Every level is creatively designed, some using time delays, others inverting gravity (mimicking underwater), or utilizing gravity, with the final level featuring a rotating environment

  • Adaptive Difficulty and Objectives

    • Each level has a completion goal and collectible "stars," which cater to achievement purposes without actual rewards, allowing the game's difficulty to adapt for different types of players (casual and hardcore). For instance, casual players can just complete the level, while hardcore players might attempt to collect all the stars

  • Casual Theme and Its Presentation

    • ​A cute art style with relaxing sound effects and music

    • Simple mechanics are easy to grasp, offering a relaxing experience for players

Details

ROLE

Level Designer / World Builder

2D Artist

Unity​ Programmer

ABOUT

"Pack Me Up" is a 2D casual game developed in Unity, where players use the mouse to "draw" lines on the screen, helping guide a rebellious ball into a packing box. The game features various obstacles and "props" in each scene, requiring players to strategically draw lines to utilize these elements for achieving their goal.

Tool

Unity

Development Time

5 Weeks ( 2021.10 )

Platform

PC

Team Size

Individual

Shards of Memory

Shards of Memory

ROLE

Gameplay Design

2D Artist

​Packaging Design and Production

ABOUT

"Shards of Memory" is a multiplayer offline board game. Players awaken in a strange building, unfamiliar with each other. In this scenario, players individually explore accessible areas and attempt to collaborate in finding keys to unlock the door and escape. As the game progresses, players draw "Memory Fragments" to gradually regain memories, which may change their allegiances and force them to adapt their strategies and interactions with other players, creating a complex web of alliances and deceptions.

Development Time

14 Weeks ( 2021.4 )

Platform

Board Game

Team Size

Individual

Contribution

Contribution

Highlights

  • Interesting Card Interactions

    • The game uses card interactions as its core mechanism, enriched with intriguing elements. Players use action turns to explore and acquire cards. These cards can influence other players' actions and interactions, including forcing specific actions or statements. In addition to direct confrontations, players can also choose to become "collectors," quietly amassing points by gathering sets of collectibles for final score determination​

    • Cards include weapons (for attack/defense), food (for healing/poisoning), utility items (e.g., movement restrictions, traps, key clues), and collectibles

  • "Lights Out" and Stealth Elements

    • The game features a "power outage" state where all players' actions are hidden, creating perfect opportunities for sabotage and deception

  • Dialogue Space

    • Besides card interactions, players engage in "discussion" rounds where speech and persuasion are crucial and can significantly impact player interactions. Some cards and character abilities may restrict or influence players' speech

  • Random Events

    • The game includes "random events" (10 different types, both good and bad), significantly impacting the current game state and driving the gameplay forward, adding unpredictability and variety

  • Memory Fragments

    • The game has three rounds of "Memory Fragment" drawing, each potentially altering the game's dynamics. These fragments can change a player's allegiance and their approach to others, adding to the game's complexity and intrigue. The third round offers multiple choices, allowing players to influence their relationships with others

  • Characters

    • There are 13 unique characters, each with specific health and abilities, activated by cards from certain areas. The "Observer" acts as a facilitator and adjudicates during the "random events" phase

  • Suspense Theme and Replayability

    • ​The suspenseful art style and gameplay require players to think on their feet and develop strategies, offering a highly immersive experience

    • Each game session is vastly different (varying characters, memories, random events, exploration content), ensuring high replay value

Details

Touch

Touch
Weixin Image_20230626061350.png

ROLE

Gameplay Designer

2D Artist

ABOUT

"Touch" is a 2D side-scrolling horror puzzle game. Players control a girl who wakes up in a classroom at midnight. The gameplay involves using the mouse to move and interact with the environment, solving puzzles and evading monsters to escape the school.

Development Time

10 Weeks ( 2020.10 )

Platform

Gameplay Design

Team Size

Individual

Contribution

Contribution

Highlights

  • Narrative and Puzzles

    • Puzzles are woven into the narrative, allowing players to experience the story from the character's perspective

    • The narrative climax has a twist, revealing that the story occurs in a nightmarish loop of the protagonist's inner self-imprisonment, with the cycle restarting as she steps out of the school

  • Creative Mechanics

    • Unique Mechanics: "Touch"

      • The character can "touch" a photo to enter the world it depicts, solving puzzles and collecting items across different times and spaces (e.g., Players can enter various strange worlds by touching photos of past school events, playing as characters in those photos to solve puzzles)

    • Use of a "Smartphone"

      • Features include taking photos (to break seals or gather clues), chatting for hints, and other system settings

    • Heartbeat System

      • Instead of health, there's a heartbeat and sanity meter. Encountering attacks or ghosts increases these values, causing faster heartbeat, visual distortions, and more paranormal events. Players can recover slowly by "closing eyes and breathing deeply" or quickly with items.

    • Shop and Items

      • ​An in-game "Shop" allows players to buy items using "Soul Fragments" found in the game. These items can lure enemies, provide protection, unlock areas, find resources, and aid in recovery and defense

  • Diverse Enemies

    • Each enemy represents a demon from the protagonist's psyche, designed according to her backstory. They add variety to gameplay and are integrated into the narrative

Details

Web Design

Web Design

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