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Peri is another solo project of mine; a 3D puzzle game that I worked on in my spare time. I only had few asset packs in Unreal Engine's Library when I had started this project, therefore had to come up with a game idea that suits whatever assets I had that can go well together. While using few mechanics, I came up with variety of puzzles in such an order that players learn and adapt easily while being challenged. Current state took two months to make and stands here as a level design demo, rather than a fleshed out product.

Design Overview

Aiming

Main mechanic of the game is to aim for surrounding plants. If the target is in range, plants will shoot a projectile that will interact with the world.
Ex: Keyholes that activate dynamic platforms or destroying boulders.

Bouncing

Plant projectiles can bounce from white walls.  Which will have different usages throughout the game.

Vine Doors

Another main mechanic is the vine doors. They can have multiple keyholes that needs to be hit. Each keyhole has its own unique timer for deactivation.

Early Puzzle Example

This is the 4th level. On previous levels player learn the basics without a challenge. This can be considered the first "puzzle" the player encounters. The vine door is the obvious way which leads to a dead-end. Player has to find the destructible wall and bounce the plant projectile to destroy it.

Latter Puzzle Example

13th level was the first demo i had made in this project. Since it had lots of steps and mechanics, it became one of the latter levels. Although it does not introduce new mechanics, it requires scouting and combination of mechanics that you have to use.

Change of Pace

After the puzzles that requires focus and some good amount of thinking, I followed them up with some action and flight to balance up the flow and relax the player. These levels still have their challenges but they are more inclined on positioning and reflexes.

Level Overview

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Bold lines stands for newly introduced mechanics or a new way to use them. Level colors stands for the difficulty. Aside from the number of steps, sometimes thinking outside the box is required which also increases the difficulty.

Flow Overview

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I introduce each mechanic with minimal challenge at first. Then I use said mechanics in different ways, one at a time. Lastly I combine different mechanics and slowly increase variety and steps to take. Whenever the game hits a certain difficulty, I follow up with a level that uses more action and less thinking, to prepare the player for different set of mechanics ready to be introduced.

Freiburg im Breisgau

Germany

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