In Corporeal (Jam Version)

Ranked 11th of 950 entries in GameDev.tv Jam 2022

Genre: Narrative Platformer
Role: Solo Developer
Engine: Unity
Platform: Web
Play: https://yousayrandy.itch.io/in-corporeal


đź§  Core Concept

A puzzle-platformer where players toggle between corporeal and ghost forms to navigate shadowy environments. Inspired by Limbo, Demon’s Crest, and The Frighteners, the mechanic centers around non-combat movement puzzles using limited-form traversal.


🎮 Key Mechanics

  • Corporeal / Ghost Form Swap: Ghost form allows traversal through walls and obstacles. Human form interacts with the physical world. The game restricts swapping based on proximity to light sources.

  • One-Screen Puzzle Design: Each screen is a self-contained challenge, allowing focused iteration and precise design control.

  • Platforming with Intentional Constraints: Borrowing from Demon’s Crest, movement abilities are limited in ghost form (hovering only), which enabled tight control over challenge flow.


đź”§ Development Highlights

  • Time-Constrained Design: Built in under 2 weeks for GameDev.tv Jam 2022. Worked nights only—2 hours max per day—due to parenting responsibilities.

  • Custom Character Controller: Replaced default Unity controller for tighter ghost/corporeal switching behavior. Tuned movement code manually to better suit puzzle interaction needs.

  • Lighting + Aesthetic Polish: Used Unity 2D URP with custom spotlights, silhouettes, and ambient audio. Even small polish passes (e.g., randomized footstep sounds via animation events) contributed significantly to feel.

  • Tooling & Workflow: Leveraged Unity Asset Store for placeholder art and particle FX, modified via Audacity and Unity shaders to fit the aesthetic.


đź§© Level Design Approach

  • Built 13 stages from start to finish in a single day after a week of prototype polish.

  • Levels designed in gameplay order to mirror player learning curve.

  • Feedback praised “elegant” progression and puzzle clarity, particularly the way the ghost mechanic is introduced without tutorial text.


đź§Ş Post-Jam Iteration (July 2022)

Objective: Add narrative dialogue and evaluate pipeline for potential commercial version.

  • Implemented Custom Dialogue System: Forked from Brackeys tutorial, extended to support multi-character conversations, skippable scenes, and conditional flow without interrupting gameplay.

  • Learned Limitation Handling: Coded system from scratch when the base system proved too inflexible.

  • Result: A basic but functional narrative wrapper now exists, suggesting a promising foundation for a fuller game.


đź§  Challenges & Growth

  • Design Burnout Recovery: Entered jam after career upheaval and personal stress. Used this project as a controlled, healthy return to development.

  • Game Jam Strategy Reset: Prioritized fun and polish over scope, which led to smoother implementation and a better final product.

  • Positive Community Reception: Jam feedback praised mechanic originality and level design clarity. Ranked highly in the jam (if applicable, you can add the final placement once known).


đź›  Tech Stack

  • Engine: Unity (2D URP)

  • Language: C#

  • Tools: Audacity (sound editing), Brackeys tutorials (system scaffolding), Unity Asset Store (prototyping), Trello (task planning)


📝 Play the Game


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