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
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.
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.
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.
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.
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.
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).
Engine: Unity (2D URP)
Language: C#
Tools: Audacity (sound editing), Brackeys tutorials (system scaffolding), Unity Asset Store (prototyping), Trello (task planning)