
Due to being constrained to the 48 hour time period. I made sure that we were making timely progress with our design ideas and our work. I made sure we all agreed on an idea that we all liked and wanted to explore. We designed the concept but we had to figure things out as we were developing so we would have short impromptu discussions about what to do next and then immediately work on implementing it.
For example when we were designing how the event sequencer would function. We only discussed it in length when it came time to actually implement it. We had an idea of how it would work in the bigger picture from earlier discussions but we work on the finite details right before programming the implementation.
Another challenge was the level design as I had to create puzzles that properly balanced the amount of information a player receives, making the puzzles satisfying to solve on top of getting it done within a small time frame. There were a lot of cool ways to use mechanics but it was more important to tone it down in favor of introducing and teaching the players how to use those mechanics.
Since the game focused on the experience of micromanagement. It was important to never overload the player with too much but challenge them with the current amount of different actions they had control of.
One of the things I worked on was creating micromanagement mechanics. The two main mechanics are that the player can rearrange certain blocks in the level aswell as inputs on the event sequencer.
I hadn't explored UI before so I had to quickly learn how to program the UI. This was one of the biggest challenges within the 2 days but I managed to create our desired mechanic.

The team came together and designed something we are proud of in a very short span of time on top of being within the boundaries set of the Game Jam. Not only that but out of nearly 7000 entries we placed 151st which was close to our goal of getting inside the top 100. We plan on taking the lessons we learned and applying the feedback we got in the GMTK Game Jam 2024 in hopes of reaching our goal of getting in the top 100.
See Other Work

Due to being constrained to the 48 hour time period. I made sure that we were making timely progress with our design ideas and our work. I made sure we all agreed on an idea that we all liked and wanted to explore. We designed the concept but we had to figure things out as we were developing so we would have short impromptu discussions about what to do next and then immediately work on implementing it.
For example when we were designing how the event sequencer would function. We only discussed it in length when it came time to actually implement it. We had an idea of how it would work in the bigger picture from earlier discussions but we work on the finite details right before programming the implementation.
Another challenge was the level design as I had to create puzzles that properly balanced the amount of information a player receives, making the puzzles satisfying to solve on top of getting it done within a small time frame. There were a lot of cool ways to use mechanics but it was more important to tone it down in favor of introducing and teaching the players how to use those mechanics.
Since the game focused on the experience of micromanagement. It was important to never overload the player with too much but challenge them with the current amount of different actions they had control of.
One of the things I worked on was creating micromanagement mechanics. The two main mechanics are that the player can rearrange certain blocks in the level aswell as inputs on the event sequencer.
I hadn't explored UI before so I had to quickly learn how to program the UI. This was one of the biggest challenges within the 2 days but I managed to create our desired mechanic.

The team came together and designed something we are proud of in a very short span of time on top of being within the boundaries set of the Game Jam. Not only that but out of nearly 7000 entries we placed 151st which was close to our goal of getting inside the top 100. We plan on taking the lessons we learned and applying the feedback we got in the GMTK Game Jam 2024 in hopes of reaching our goal of getting in the top 100.
See Other Work

Due to being constrained to the 48 hour time period. I made sure that we were making timely progress with our design ideas and our work. I made sure we all agreed on an idea that we all liked and wanted to explore. We designed the concept but we had to figure things out as we were developing so we would have short impromptu discussions about what to do next and then immediately work on implementing it.
For example when we were designing how the event sequencer would function. We only discussed it in length when it came time to actually implement it. We had an idea of how it would work in the bigger picture from earlier discussions but we work on the finite details right before programming the implementation.
Another challenge was the level design as I had to create puzzles that properly balanced the amount of information a player receives, making the puzzles satisfying to solve on top of getting it done within a small time frame. There were a lot of cool ways to use mechanics but it was more important to tone it down in favor of introducing and teaching the players how to use those mechanics.
Since the game focused on the experience of micromanagement. It was important to never overload the player with too much but challenge them with the current amount of different actions they had control of.
One of the things I worked on was creating micromanagement mechanics. The two main mechanics are that the player can rearrange certain blocks in the level aswell as inputs on the event sequencer.
I hadn't explored UI before so I had to quickly learn how to program the UI. This was one of the biggest challenges within the 2 days but I managed to create our desired mechanic.

The team came together and designed something we are proud of in a very short span of time on top of being within the boundaries set of the Game Jam. Not only that but out of nearly 7000 entries we placed 151st which was close to our goal of getting inside the top 100. We plan on taking the lessons we learned and applying the feedback we got in the GMTK Game Jam 2024 in hopes of reaching our goal of getting in the top 100.
See Other Work
Game Designer, Level Designer, Programmer
Robo Recall
Tools: Unity | Team: 4 People | Timeline: 2 Days
Game Designer, Level Designer, Programmer
Robo Recall
Tools: Unity | Team: 4 People | Timeline: 2 Days
Game Designer, Level Designer, Programmer
Robo Recall
Tools: Unity | Team: 4 People | Timeline: 2 Days
Summary
• Created and submitted the game in 48 hours.
• Designed initial concept of the having limited control of the player's inputs and being able to move parts of the level around.
• Designed all 20 levels using the different mechanics in unique ways.
• Programmed the Player Controller, Level Manager, Interactable Blocks and Level Events.
• Collaboratively programmer the input sequencer.
Project Goals
I put together a team of people to participate in the Game Maker's Toolkit Game Jam 2023. In the game jam we were challenged to create a game in 48 hours that fit the theme of Role Reversal. We wanted to create a game where the player controls the level and has the ability to rearrange player inputs as we figured the concept of "you play as the level" would be one of multiple entries so we decided to push it further and explore more avenues with the idea. We also wanted to get in the top 100 entries, which we came very close to.
LINK TO GAME
Summary
• Created and submitted the game in 48 hours.
• Designed initial concept of the having limited control of the player's inputs and being able to move parts of the level around.
• Designed all 20 levels using the different mechanics in unique ways.
• Programmed the Player Controller, Level Manager, Interactable Blocks and Level Events.
• Collaboratively programmer the input sequencer.
Project Goals
I put together a team of people to participate in the Game Maker's Toolkit Game Jam 2023. In the game jam we were challenged to create a game in 48 hours that fit the theme of Role Reversal. We wanted to create a game where the player controls the level and has the ability to rearrange player inputs as we figured the concept of "you play as the level" would be one of multiple entries so we decided to push it further and explore more avenues with the idea. We also wanted to get in the top 100 entries, which we came very close to.
LINK TO GAME
Summary
• Created and submitted the game in 48 hours.
• Designed initial concept of the having limited control of the player's inputs and being able to move parts of the level around.
• Designed all 20 levels using the different mechanics in unique ways.
• Programmed the Player Controller, Level Manager, Interactable Blocks and Level Events.
• Collaboratively programmer the input sequencer.
Project Goals
I put together a team of people to participate in the Game Maker's Toolkit Game Jam 2023. In the game jam we were challenged to create a game in 48 hours that fit the theme of Role Reversal. We wanted to create a game where the player controls the level and has the ability to rearrange player inputs as we figured the concept of "you play as the level" would be one of multiple entries so we decided to push it further and explore more avenues with the idea. We also wanted to get in the top 100 entries, which we came very close to.
LINK TO GAME