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Uroboros

A CiGA Game Jam 2023 entry on the theme 'limited and limitless.' A 2D puzzle platformer where players pre-program Elavia's action sequences before execution, solving levels with a limited command set. I handled level design (Level 2), character ability design, and sound effects.

Overview

Uroboros is a CiGA Game Jam 2023 entry (China Indie Game Alliance 48-hour jam) on the theme "limited and limitless." Players control the ancient guardian Elavia through a cosmic environment by pre-programming sequences of action commands (direction, action, function commands) before each level begins, then executing and observing the result. Using a limited command set to achieve seemingly unlimited possibilities is the game's core thematic expression. The game features 5 levels progressively introducing advanced mechanics like double jump and loop commands. The team comprised 3 designers, 2 developers, and 1 artist. I was responsible for Level 2 level design, character ability design aligned with the "limited and limitless" theme, and sound effect production for the game's cosmic atmosphere.

Problems Addressed

  • Mechanizing the "limited and limitless" theme: Translating the abstract theme into concrete gameplay — using a limited command set to achieve rich action possibilities, with the Loop command allowing finite commands to execute repeatedly and embody the "limited generates limitless" tension.
  • Intuitiveness of pre-programming: Players must anticipate character paths before execution; level design needed sufficiently clear cause-effect relationships to prevent frustration from unpredictable execution outcomes.
  • Five-level progressive difficulty curve: The mechanic unlock pacing from single jumps to double jumps to loop commands needed to match player comprehension speed, with each level focusing on one new mechanic without introducing multiple variables simultaneously.
  • Sound design for a cosmic mystical atmosphere: Set in a vast mysterious cosmos, sound effects needed ethereal, spacious soundscapes to complement the visual style rather than conventional platformer sound libraries.

Solution & Implementation

  • Level 2 design (descending multi-floor structure): Designed a multi-floor level with a downward progression axis, requiring players to plan cross-floor paths while avoiding strategically placed enemies. Compared to Level 1, added multi-directional movement requirements to reinforce timing and spatial awareness.
  • Character ability design (theme-constrained): Designed character abilities aligned with the "limited and limitless" theme, including the Loop command — allowing a single command to repeat an action sequence, serving as the core mechanic embodiment of generating limitless possibilities from finite inputs.
  • Sound effect production: Selected and edited audio materials using ethereal tones, resonant echoes, and subtle otherworldly effects to build soundscapes matching the game's cosmic mystical atmosphere; sound design received positive playtest feedback for effectively capturing the game's cosmic tone.
  • 48-hour jam scope management: Prioritized features under extreme time constraints, with some level transitions and enemy behaviors simplified within the jam to ensure core pre-programming mechanics and key levels were delivered at sufficient quality.

Tech Stack

  • 引擎 / Engine:Unity
  • 语言 / Language:C#
  • 美术工具 / Art Tools:Photoshop、Procreate
  • 平台 / Platform:PC(2D)
  • 制作周期 / Duration:48 小时(CiGA Game Jam 2023)

Key Features

  • Pre-programmed action sequence system (Direction/Action/Function command types)
  • Loop command — core mechanic for repeating finite commands
  • Double jump mechanic introduced in Level 3
  • Five-level progressive design with staged mechanic unlocks
  • Cosmic mystical soundscape system
  • Split UI: upper command arrangement panel + lower level execution view

Challenges & Tradeoffs

  • Loop command complexity exceeded expectations: Integrating the loop command with double jump mechanics and ensuring seamless in-level operation within 48 hours proved more complex than anticipated, with some edge cases simplified within the jam.
  • Puzzle readability vs. challenge balance: Playtest feedback noted some mid-game puzzles were not intuitive enough for players to anticipate execution outcomes, suggesting additional visual guidance or tutorial cues to reduce the learning curve.
  • Feature cuts under time constraints: Level transition effects and enemy behavior variety were simplified under the 48-hour constraint, preserving the core pre-programming experience at the cost of visual polish and enemy interaction depth.

Results & Impact

The game was completed and submitted within the CiGA Game Jam 2023 48-hour window, delivering a playable build with a full 5-level flow. Playtest players praised the strategic novelty of the loop command and double jump mechanics and the atmospheric sound and visual style, while identifying mid-game difficulty curve and visual guidance as areas for improvement.

Next Steps

  • Improve mid-game level visual guidance to reduce the cognitive barrier of pre-programming puzzles.
  • Enrich enemy behavior types to increase level interaction depth and strategic variety.
  • Refine level transition animations and overall visual polish to improve the game's completion quality.