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Time is Money - June 2024

Introduction: An FPS that has rogue-like elements. It features semi-randomized level selection, various guns, and a selection of abilities to synergize with. The player uses these elements to fight through the levels and beat the boss at the end.

 

Link To Gameplay Video: https://www.youtube.com/watch?v=SVnbft88DNE

 

 What Went Right

 Gameplay & Mechanics

  • Movement System Overhaul: The movement mechanics were redesigned to enhance player flow and interaction with enemies.

  • Score Multiplier System: Encouraged continuous movement and aggressive play, increasing gameplay intensity and skill reward.

  • Dynamic Visual and Audio Feedback: Music and screen effects scaled with player performance, simulating an adrenaline rush.

  • New Movement Abilities: Adding a grapple hook and sliding improved pacing and verticality in level navigation.

 Iteration & Team Adaptability

  • Design Pivoting: Ideas and features that didn’t serve the gameplay were successfully scrapped in favor of more engaging mechanics.

  • Level Adjustments Based on Feedback: Environments were expanded and modified to support new player abilities and faster pacing.

  • Collaborative Effort: Playtest feedback led to UI and level design refinements, streamlining the overall experience.

 Playtesting & Responsiveness

  • Frequent Testing: Helped identify issues and refine both gameplay and UI.

  • UI Improvements: Layout adjustments and element updates were made to better support fast-paced gameplay.

 What Went Wrong

 Development Challenges

  • Mid-Project System Changes: Major overhauls to movement forced existing levels to be redone or scrapped entirely.

  • UI Bugs: Technical issues with UI elements (like widget indexing errors) caused delays and frustration.

  • Scrapped Features: Several completed mechanics were ultimately cut, costing development time and effort.

  • Level Design Mismatch: Early levels were too small for high-speed movement, requiring multiple redesigns.

 Scope & Resource Strain

  • Late Additions Created Pressure: Implementing big changes late in the project added significant workload.

  • Team Bandwidth: Key roles were overburdened until a new member joined and helped redistribute the work.

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