Stolen Time (2021)
Game Design | Level Design
Stolen Time is a puzzle game where two players work together, opening time-bubbles for each other that let them traverse through each level. Only if both of them reach the exit can they progress, and ultimately escape.
The time-bubbles change parts of the level, showing it in an alternate state – past or future – that can open the way to the solution. Due to it’s single-screen nature, and quick levels, it’s a concept that would work well on a mobile platform (with a few adjustments to account for the changed play environment), though this iteration found it’s place on PC since we decided on a multiplayer, ‘couch co-op’ angle.
The game is simple enough that casual players can pick it up easily but also provides enough challenge that more experienced players can find enjoyment optimizing their solutions and level-clear times.
Contributions
Game Mechanics
After establishing the core idea together, the programmer and I worked together closely to flesh out the exact way the mechanics should work.
My main goal was to keep the mechanics easy to understand and learn but with enough depth to provide a varied experience to players.
I intentionally limited the number of mechanics and strategically introduced new elements to keep player engagement up.
Implementation
Thanks to the straight forward design, implementing the levels I designed in Unity was a breeze. I carefully placed and adjusted assets and did many rounds of QA to make sure each level worked as intended and was not (easily) exploitable.
Additionally I led multiple play-test sessions and analyzed the results to adjust balancing, increase clarity and improve pacing.
Puzzle Design
By creating simple diagrams of each puzzle-level I was able to quickly iterate through designs while also keeping everything readily available for feedback or other team members to work with as part of the design document.
I took charge of the first of three major sections of the game and collaboratively designed the second and third section with another team member.
The puzzles in section one subtly teach the players the rules without overwhelming them with tutorial prompts, slowly ramping up the challenge.
Additional Work
Besides all of this, I also contributed to the story and writing - in particular of the opening scene. Additionally I participated in the character design process, created some of the 3D-assets and implemented and adjusted the lighting on many of the levels I designed.