A modular number-manipulation puzzle game with surprising depth and scalability.
Genre: Puzzle
Role: Project Lead, Designer
Engine: Godot
Team Size: 2 (Remote)
Duration: 30 Days
Platform: PC
Play: https://nugamedev.itch.io/pounds-of-piranha
Pounds of Piranha was built in 30 days for the Game Off 2023 game jam. I led the project’s design, vision, and structure, creating a system of modular mechanics that proved both intuitive to learn and rich in design depth. The game challenges players to manipulate numbers using a weight system on a digital scale, guiding green fish to safety while avoiding predatory red fish.
The project was well-received for its clever logic-driven gameplay, turn optimization challenges, and clean UX—all of which stemmed from a core loop that scales elegantly with additional elements.
Created the central puzzle loop: players place weights on a digital scale to alter values on a board, with the goal of opening a path for green fish while avoiding contact with red fish.
Prioritized readability and teachability, with mechanics that required only basic number logic but offered deep room for puzzle expansion.
Employed a modular level system, enabling rapid creation of puzzles by remixing number values, fish placement, and board layout.
Designed levels around tight turn constraints, rewarding efficiency through a gold-rating system and encouraging optimization without penalizing experimentation.
Used a dry-erase board to sketch and iterate on puzzle logic before transferring to engine-level implementation.
Designed mechanics with scaling complexity in mind—small rule changes (e.g., fish type, digit count, weight behavior) created exponential level design potential.
Built a dual-path difficulty structure, allowing players to:
Complete levels at their own pace, or
Replay for optimal “gold” turn ratings, appealing to competitive and casual players alike.
Directed all aspects of game flow, puzzle logic, and player feedback systems.
Collaborated closely with the programmer to ensure accurate implementation of intended systems and to manage scope within the 30-day jam timeline.
Served as the creative lead, aligning the game’s visual theming, mechanics, and overall UX with the jam’s theme, “Scales.”
Created a first-time-user experience that taught core mechanics within minutes while allowing deeper layers of strategy to emerge naturally across the level set.
Structured puzzle systems to support endless expansion with only a few core mechanic changes—positioning the project as a viable candidate for future mobile or expanded desktop development.
Pounds of Piranha was praised for its clean concept, elegant progression, and unexpectedly deep puzzle logic. As a lead designer, I treated it as a design exercise in restraint and depth—building complexity from minimal input, ensuring strong onboarding, and preparing it for post-jam scalability.