Gameplay planning
I defined the core objective, movement systems, and player interactions needed for the experience.
CASE FILE / MOBILE
A mobile UX case study focused on making music learning ] feel more engaging through guided practice, playful interactions, and a scrapbook-inspired experience.
platformer.exe
01 / OVERVIEW
Create a fast-paced 2D platformer experience that combines simple controls with increasingly chaotic gameplay built around movement, timing, and survival.
Many platformers rely on repetitive mechanics that can become predictable over time. The experience needed enough challenge and progression to remain engaging without becoming frustrating.
A retro-inspired platformer where players sprint, dodge projectiles, avoid hazards, collect supplies, and race toward safety while difficulty steadily increases.
02 / PROCESS
I defined the core objective, movement systems, and player interactions needed for the experience.
I designed movement systems around running, jumping, dodging projectiles, and collecting supplies.
I planned progression systems where each battlefield gradually increased difficulty and pressure.
I adjusted hazards, collectibles, and gameplay pacing to create a better balance between challenge and enjoyment.
03 / GALLERY
04 / PLAYTEST
Experience the final design from itch.io , or dive deeper into the thinking behind it. The presentation gives more info on the game.
05 / OUTCOME
This project strengthened my understanding of gameplay loops and how simple mechanics can become engaging through progression, pacing, and reward systems. It reinforced the importance of balancing challenge with player enjoyment.
RESULT
A compact retro-inspired platformer that combines straightforward mechanics with increasing tension and progression, creating a gameplay experience that feels fast, challenging, and rewarding.