Summary
Type: Videogame / Game Jam
Completed: Released
Acquirable: itch.io
My Role: Generalist (UI, Design, Programming, Technical Art)
Time Frame: 3 days full-time
Overview
Duelemma was created for Global Game Jam 2022 under the theme Duality. I helped design a platformer where players shift between the Past and the Present to reveal paths, bypass obstacles and defeat enemies. The game was aimed at players familiar with itch.io titles and game jam prototypes, who expect fast onboarding and clear, readable mechanics but by virtue do expect a level of unpolished work. I shared design and programming tasks and focused on the dimension-shifting system, the tutorial rooms and the abandoned present day environment.
Core Concept
The Dimension System
Players can phase between two states:
  • Past: Clean, normal version of the world
  • Present: Abandoned, ruined version
Shifting allows players to:
  • Reveal or hide obstacles
  • Access new routes
  • Avoid enemies
  • Solve traversal challenges
Tarot Ability Cards
Players collect tarot cards that act as ability pickups. Each card grants:
  • A unique ability
  • A description themed after its tarot meaning
  • A tool for combat or traversal
   
My Role
Mechanics and Systems Design
I designed and implemented the dimension-shifting system, including:
  • Dimension components to mark which objects belong to each world
  • Runtime enabling and disabling of objects when shifting
  • Shift blocking logic to prevent players from phasing into obstacles
  • Visual effects to hide asset switching
  • A workflow that allowed both designers to build levels quickly
Room 1 — Movement and First Shift
Goals:
  • Teach movement naturally
  • Introduce dimension shifting
  • Introduce basic combat
Design:
  • A wall the player cannot jump over
  • Shifting removes the wall
  • A rat enemy that must be defeated to proceed
Room 2 — First Ability Introduction
Goals:
  • Expand on movement and shifting
  • Introduce the first ability
  • Create a situation where the ability must be used to progress
Design:
  • A stronger rat enemy requiring the ability
  • A controlled space to practice
Environment Work
I handled the environment setup for the Present dimension, including:
  • Placing broken props
  • Establishing visual cues between Past and Present
  • Reinforcing dimensional identity
  • Ensuring traversal readability
Design Documentation
PDF available here.​​​​​​​
Technical Design: Dimension System
Each object used a component-based setup:
  • A Past component
  • A Present component
The system:
  • Finds all dimension components on screen
  • Enables Past objects in the Past
  • Enables Present objects in the Present
  • Leaves untagged objects unchanged
Shift blocking handled cases where:
  • The player was inside an obstacle
  • The shift was cancelled
  • The failure effect played
  • The player reverted safely
What I Delivered
  • Concept direction for the dimension mechanic
  • Full implementation of the shifting system
  • Tutorial level design for the first two rooms
  • Environment work for the Present dimension
  • Shift visual and failure feedback
  • A rapid design workflow for a two-person team

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