A vertical-thinking puzzle platformer with a dual-world mechanic.
Genre: Puzzle Platformer
Role: Team Lead, Designer, Artist, Sound Designer
Engine: Unity
Team Size: 2 (Remote)
Duration: 30 Days
Platform: PC
Play: https://nugamedev.itch.io/moon-jump
Moon Jump was created in 30 days for Game Off 2020. While I did not program the game, I served as creative and design lead, owning the game’s core mechanic, level design, visual identity, and production flow.
The game explores a literal interpretation of “moonshot”: the player launches from Earth to the moon and back, solving spatial puzzles that require toggling between two sets of physics, timing, and traversal constraints. This dual-world interaction formed the foundation of the project’s design and identity.
Designed the core moon-jump mechanic, where the player catapults between Earth and the moon, introducing verticality as a layer of strategic complexity.
Authored sub-mechanics such as:
One-Way Toy Bricks (gravity manipulation)
Sticky Goo (jump suppression & placement puzzles)
Breath Timer on the moon (soft time constraint that encourages fast iteration)
Built single-screen levels to keep player orientation consistent across dual-world states.
Designed for readability and fairness, placing clear visual indicators for entry/exit points and interactables to reduce friction and trial-and-error.
Iterated using a physical dry-erase board for rapid sketching and playflow logic between moon/Earth interactions—especially valuable for quick idea validation during off-hours.
Created all art assets including character sprites, environmental tiles, and effects in a cohesive, whimsical visual style.
Developed all sound effects, syncing player actions and moon transitions to audio feedback that emphasized tempo and movement intent.
Managed the project in Unity Collaborate, ensuring clean versioning, task tracking, and seamless communication with the programmer.
Maintained technical documentation on design intent and mechanical behavior to ensure implementation matched player experience goals.
Navigating between Earth and the moon introduced potential confusion. To solve this:
Ensured visual continuity and mirrored layout affordances between the two states
Placed level-critical cues consistently in screen space to ease mental mapping
A tight 30-day schedule limited content scale. We prioritized:
Mechanic reusability through creative level composition
Efficiency in prototyping using physical sketching and constrained level structure
Moon Jump was well-received in the jam for its intuitive design, inventive mechanic, and charming presentation. Its success helped solidify my design philosophy: build around a strong mechanic, use level design to teach it, and trust player curiosity.