Flo is a 2D rhythm based game developed with the Unity game engine. Flo focuses highly on its movement mechanic which is designed to create a sense of flow within the player. This is achieved by mapping the player’s movements to the beats of the audio track used, the bigger the audio beat and the further the mouse cursor is away from the player sphere, the further it will be moved. This incites the use of a twitch based skillset which depends on the audio track tempo.

Please click below to see a more in depth description of Flo and the design choices made.

 
 

Studybreak was a game prototype developed as part of a rapid game design module in which a week was given to complete a game prototype, each week the theme of the game would be different. For Studybreak the theme was movement.

The movement mechanic had to be unique, and thus is the main focus of the game. Player movement is tied into the audio of the game and is dependant on the position of the mouse cursor. The visual direction of the game is inspired by the recently popular Lo-fi style of music, with the audio also following this thematic approach.

The fail condition is defined by the oncoming bamboo, which if hit will result in the player being returned to the start of the game. The bamboo is heavily inspired by the obstacles faced in Flappy Bird.

Please click below to see a more in depth description of Studybreak and the design choices made.

Duality was a game developed in the 2022 Global Game Jam - https://globalgamejam.org/. This was a solo project, and followed the jam’s ‘Duality’ theme. The game incorporates a tower defence style mechanic in conjunction with a rhythmic ‘Guitar Hero’ mechanic.

The combination of these mechanics results in an interesting balance of a rhythmic state of flow, which can quickly turn into a manic state key presses aren’t thought through or missed. Ultimately, this can be described as as positive feedback loop.

When the central red ‘notes’ fall, pressing either the A, D, J or L key at the correct time will fire a projectile from one of the bottom four ‘turrets’ which will destroy the incoming obstacles and increase the score, denoted by the central white bar. If the obstacles reach the bottom of the screen, the white score bar will decrease. Filling this score bar will result in the game being won and alternatively being lost if it is emptied.