2 Puzzled 2 Solve
2 Puzzled 2 Solve is a Metroidvania game with a unique twist: the player controls both their character and the world they move through. The player needs to navigate through levels from point A to B by jumping around in platforming mode and shifting and rotating the level as a sliding puzzle in puzzle mode. All levels are connected with each other through an overworld where players can unlock new levels and progress through the game by collecting items and learning new things about the game mechanics. The game also has an accessible and easy to use level editor which has been designed so that players can immediately jump in and start to create their own levels.
Additionally, 2 Puzzled 2 Solve can also be played as a multiplayer game where one player controls the character and the other controls the level.
Additionally, 2 Puzzled 2 Solve can also be played as a multiplayer game where one player controls the character and the other controls the level.
I created the trailer above for our IGF submission using Adobe Premiere.
The prototype for 2 Puzzled 2 Solve was developed with a five man team as part of the Experimental Games Course at International Game Architecture and Design Bachelor programme. As the only designer on the team I designed the entire game, from its game mechanics to its levels. I prototyped all the game mechanics and levels using Post-it notes which made for a flexible test environment. The building and testing of mechanics and levels with Post-it notes allowed for a quick iteration process that required little time investment. Currently I am working part-time on the full version of the game together with Phil de Groot who is responsible for the technical side of things.
The prototype for 2 Puzzled 2 Solve was developed with a five man team as part of the Experimental Games Course at International Game Architecture and Design Bachelor programme. As the only designer on the team I designed the entire game, from its game mechanics to its levels. I prototyped all the game mechanics and levels using Post-it notes which made for a flexible test environment. The building and testing of mechanics and levels with Post-it notes allowed for a quick iteration process that required little time investment. Currently I am working part-time on the full version of the game together with Phil de Groot who is responsible for the technical side of things.