The Slime Suspect

Created a top-down 2D roguelike with the theme "Plain in Sight" in 2 days for Chillenium Game Jam 2025 in a team of 3 people.
Date
February 2025
Role
Producer, Level Designer, UI/UX Designer & Programmer, 2D Artist
Contribution
Team and work management, Main level design, UI design and implementation, Asset art for items & UI.
Skills
Unity Engine, Figma, Clip Studio Paint
Design Process
Connection to the Theme
The game's connection to the theme was "crime plain in sight," starring a cunning slime that's a master of escaping from law.
- We designed the mechanics to be around how the slime would escape the cops and hide.
Core Mechanics
Escape the cops!- The first mechanic was the wanted list. This periodically updating list of descriptions tells the users what they shouldn't look like to avoid the cops.
- The second mechanic was the appearance switch. The users were able to change their outfit and color during gameplay to avoid suspicion.
Environmental Atmosphere
The setting of the game is city during night.
- I created the level accordingly while keeping the locations of items and interactable in account.
Player Experience
To make sure the players know what is happening whilst the intense gameplay, we included a lot of indicators in the in-game UI.
- We included a health bar and a suspicion bar to show the players how close they are to game over.
- We included a timer to show the remaining time players have until score finalization.
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We included a score display to help players understand the game's objective and introduce a high-score feature.
Reflection
What went well:
- We were able to create a complete working game in only 2 days.
- We implemented all the mechanics we planned in the beginning, meaning we have chosen the right project scope.
Obstacles:
- There was a minor bug we couldn't fix.
- Making sure everyone was on the same page in terms of mechanics and ideas.
- We had a 3D artist and a lead programmer who mainly worked with Unity 2D, so the 3D artist didn't have a chance to do 3D.
- We were rushing at the end with bug fixes and submission.
Future Improvements:
- We would do playtesting earlier, so we can learn what we need to fix/work on and set our priority accordingly.
- We would be more efficient with our time, so we don't rush last minute before submission.