Finding the right design
It can be tricky to find the right mechanics when the player character is the antagonist. You can’t leverage exactly what worked in the genre you’re riffing off of.
💡 I decided to play off classic video game tropes, but in reverse. The “Indy” character has a lives counter, but in this game the goal is to get the hero’s lives to reach 0.
Random, challenging but fair obstacles
When placing random obstacles and power-ups, it’s easy to end up with unfair situations that cause the player to take damage no matter what, especially if they go for the power-ups.
💡 This game uses a complex “tunnel chunk” system with hundreds of hand-crafted segments. They’re pieced together in a way to keep high tension (based on difficulty level) with designated “safe spots” that power-ups can appear.
Surprising depth with clever onboarding
The trend at the time was single stage games with minor rewards to slowly grind for. My goal was a simple premise with a surprisingly high skill ceiling. All of this serves making the game truly memorable for those who dedicate their time to it.
💡 The game’s embedded achievement system unlocks extra boulder types with different attributes, extra difficulty modes, and additional one-off challenges. The one-off challenges are secretly tutorials for the game’s advanced mechanics, which lead to additional unlocks, including a super secret stage, boss, and ending. The result is a smooth experience that has something new to offer for hours upon hours, without any grinding.