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Pixel Passage

UI/UX and Level Designer • 2023

Metroidvania, Platformer, Game Jam

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The Process

Solution

​My solution was to apply a 2D Composite Collider to the grid and enable ‘Used by Composite’ on the tilemap collider. This turned the collision into a single continuous block, eliminating the separate pieces that were causing the player to get stuck.

CompositeCollider

Solution

​The solution involved both level design and programming. I created separate tile grids with distinct tags. We then programmed the Boss to randomly adjust its angle and speed based on the active tag. This also ensured the Boss ignored the background and foreground layers, leading to a smoother overall player experience.

BossBehavior.gif

Solution

My first solution was to set up a background and a foreground tile grid. For the hanging platforms, I used a mix of transparent and non-transparent tiles to create a feeling of depth and remove the collisions in certain sections. The player had a smooth experience maneuvering the level.

Platform Tiles.gif

Problem

The player was getting caught on the ground randomly. It created uncomfortable player controls, removing enjoyment and immersion. Overall it made for an annoying user experience.

TilemapCollider

Problem

The Boss’s movements left an unsatisfying experience because the Boss was following the same path and speed consistently. This was because the Boss was not differentiating between the walls and the ground of the room, and it left the battle predictable and boring.

BossRoom

Problem

Players could not jump ‘in front’ of the hanging platforms due to awkward collisions and layers.

PlatformCollider.gif

A handful of people played Pixel Passage on itch.io and there was valuable feedback. Here are my biggest takeaways from the project:

1. User experience is extremely important in any game that features jumping. The players will feel flaws in the jump timing. Pixel Passage needs to add coyote time and/or jump buffering to create smoother gameplay.

2. I learned how to set up a WebGL build, and how that in itself makes a better user experience in a game like this. Players appreciated being able to play Pixel Passage right from their browser.

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