Project Dyson
Made during my time in the DADIU-programme, where I was the level designer on the team.
Main focus: Level design & puzzle design.
Gameplay: The puzzles are solved by making a continuous path through the hexagon tiles in the given order (which is shown on the bottom). Some of the tiles have different functions and various things they do when the player draws a path through them, others are simply of different colours with no particular additional function (e.g. green was often used as the start- and end tile).
Overview
Hexagon tiles:
Blue and orange are neutral
Green tiles are start and end tiles
Pink: “Stomp”; when using this tile it “stomps” and causes the nearby blues and oranges to flip (blues turn to orange and vice versa).
Purple: “teleport”; when using this tile the player can teleport/jump to another purple tile.
Yellow: “burrow”; when using this tile the player “burrows” and will start on the tile that is furthest away in the direction they were going when they hit the yellow tile.
Screenshots
Screenshots from the beginning of the game
A few puzzles in the beginning + the stomp tile gets introduced
The teleport tile and a new environment get introduced
The burrow tile and the the worm’s cave entrance get introduced
Playthrough
Inside the cave + a more elaborate burrow puzzle