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SHAPES IN THE DARK

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My Role

Core Mechanics  |  Level Design
Sprite Animation |  Sound Design
Player Progression  |  Game Balancing

In Collaboration with

Fellowship / Bonding

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13 to 25 yrs old

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2D Platformer

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Unity / Bolt / C++

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8 weeks - Vertical Slice

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PC

Nayan Thakur
Mayur Battinwar

Overview

Three shapes that do not play well with each other are stuck in the dark caves. They must help each other to survive the dangers inside, as one can not stand a chance without the other. 

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A single-player side scroller game with multiple characters which deals with the notion of Fellowship/ Friendship/ Collaboration.

Game Highlights

Core Mechanics

  • Escape the underground caves

  • Player has to control all three characters, one at a time

  • Stay close to help each other and solve puzzles

  • Save Checkpoints for all three of them

  • Avoid Spikes and Water

  • Collect keys and press buttons to open doors

  • Use powers for more advanced obstacles

Core Loop

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All three characters have different personalities and physicalities.
The different shape defines different behaviour:
          - Circle being cute and soft 
          - Triangle being cunning and mischievous 
          - Rectangle being very rigid 

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As per their physicality, they all have different jump intensities with the circle being the lowest and the rectangle with the highest.

Some obstructions may require collaboration using some sort of formations to proceed further in level.

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All of them have different special abilities which they can use to help each other.

Circle Rescales - Mass increases like a Rock (Breaks Walls)

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Triangle Clones - Multiplies like sharp Metal (Safe on Spikes)

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Rectangle Stretches - Elongates like Rubber (Floats on Water)

Core Mechanics

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Toggle with TAB Button

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Projectile Jump

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Normal Formation

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Toggle with Mouse Click

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Powers Enabled

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Power-up Formation

Level Design

The level stretches were designed in such a way that no single character can go further without the help of other characters.

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We divided the whole game into two-level stretches, one without the powers and the rest after getting powers.

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Level Zero has simple obstacles which serve as a tutorial for the player to understand the mechanics where they are required to work together.

Tutorial Level

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Some puzzles/ traps are designed in a specific shape by using negative spaces so that the characters have to divide and proceed separately as per their respective shapes (negative spaces).

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Level two starts after the characters get their powers. This level offers more challenges in terms of collaboration where the player has to think of different ways of getting through the caves using their respective powers.

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Puzzle Design

The puzzles are designed in such a way that they can be solved with one of the character's abilities which pushes the player to go back and help the one whose ability will get them further.

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The puzzles are placed in such a way that any character can go back to help the others even if they hold the further checkpoint in the level.

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Button Door

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Rolling Rock

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Seperation Zone

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The Walls

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The River

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Key Door

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Balancing Plank

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Platform Maze

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The Spike Stretch

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The Tree

Full Gameplay

Playtest & Feedback

We have circulated the game amongst our friends and got the playtest feedback from them.

The overall response of the game was quite good, everyone liked the game art, animations and puzzles

- Player feels accomplished after solving the puzzle.
- Some users were struggling to handle multiple characters in the beginning. 
- Most users were impressed by the immersive music experience

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Key Learnings

  • As this was our first game design project, we learned about the unity engine.​

  • Team collaboration in the game design pipeline.​

  • Bolt Visual scripting was much easier and comfortable to work with.​

  • Level Designing aspects and puzzle placements as per difficulty.

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©2025 by Pawan Tirpude

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