Moon Jump

Category: Puzzle Platformer | Role: Team Lead, Designer, Artist, Sound Designer
Engine: Unity | Team Size: 2 (Remote) | Duration: 30 Days | Platform: PC

Accolades

  • Developed for Game Off 2020 Game Jam, receiving positive feedback for innovative mechanics and engaging design.

Play the Game


Overview

Moon Jump is a 2D Puzzle Platformer created in Unity, following the whimsical adventures of Nick, an imaginative little boy equipped with a fishbowl space helmet and a lucky ball cap. Players must utilize Nick’s unique ability to launch himself to the moon and back to overcome obstacles and solve puzzles across progressively challenging levels.

The game introduces clever mechanics that require players to think creatively, combining strategic use of the moon environment with dynamic platforming to achieve their goals.

Core Gameplay Features:

  • Moonshot Mechanic: Launch between Earth and the moon, creating unique opportunities to navigate and solve puzzles
  • Challenging Puzzle Elements: Introduces challenges like One-Way Toy Bricks and Sticky Goo, requiring players to rethink basic movements.
  • Breath Timer on the Moon: Adds an element of urgency, limiting time on the moon and forcing players to make quick decisions.

Design Process

Theme & Conceptualization:
Inspired by the theme “moonshot,” the game started as a playful exaggeration of taking the most complicated route to achieve a simple goal. The concept evolved into a puzzle platformer where players solve challenges using Nick’s moon-jumping ability. Collaborative brainstorming on Miro helped refine the initial ideas into a cohesive design.

Level Design Philosophy:

  • Single-Screen Levels:
    Focused on creating clear, concise puzzles on a single screen, using the moon as an added dimension to increase complexity and variety.
  • Evolving Mechanics:
    Introduced progressively challenging mechanics, such as Sticky Goo and One-Way Toy Bricks, to build on core abilities and maintain player engagement.
  • Timed Challenges:
    The breath timer mechanic introduces urgency, tying gameplay to the narrative while adding a layer of strategic tension.

Artistic and Technical Decisions:

  • Developed levels using Unity’s tile map system for efficiency.
  • Designed level layouts on a portable dry-erase board, ensuring rapid prototyping and iteration during breaks.
  • Included visual cues like arrows to indicate player entry points, reducing frustration and preventing unfair deaths.

My Contributions

As Team Lead and Designer, I was responsible for:

  • Game Design:
    Developed unique mechanics and puzzles that challenge players to think critically and explore the game world.
  • Level Design:
    Crafted single-screen puzzles that effectively combine Earth and moon environments for engaging player progression.
  • Art & Sound:
    Designed all visual assets and sound effects to complement the game’s whimsical tone.
  • Project Management:
    Coordinated tasks remotely using Unity Collaborate, ensuring smooth version control and communication between team members.

Challenges & Solutions

  • Complex Dual-Level Design:
    Used single-screen design and player markers to simplify movement between Earth and the moon, ensuring clarity without sacrificing challenge.
  • Time Constraints:
    Utilized dry-erase board prototyping to speed up level design, ensuring quick iterations and improvements under tight deadlines.

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