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