Mateo San Miguel
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Game Designer
My Contribuitions
I primarily took the role of Lead Designer, prototyping the main mechanics (alongside the programmers) and designing the levels. Our team didn't have an audio specialist so I also took care of the music and sound effects in the game.
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Most of my work was in-engine, greyboxing levels and tweaking numbers. I would look for interesting interactions between the players' characters' abilities and fun platforming/thinking challenges.
I led various playtesting sessions, paying close attention to player behaviour and their interactions in order to make sure to introduce puzzle elements at a steady rate while keeping an engaging and rewarding difficulty curve.
Puzzles & Progression
The gameplay is primarily based on the players' abilities and puzzle elements; buttons, doors, and keys. There are also platforming elements; sticky slime and mouseholes, which allow for more interesting level layouts.
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Each level showcases a new element or explores the interactions of the elements shown previously. This keeps players hooked since there is always a new challenge or mechanic.
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As players progress through the game the puzzles become more challenging. They require more steps to solve or are harder to visualise a solution to.
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Players are organically encouraged to communicate as they progress through the game. The story presents some talking points and the puzzles require tighter cooperation.

