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Pixel Passage

Level and UI/UX Designer • 2023

Metroidvania, Platformer, Game Jam

Pixel Passage is a 48-hour game jam created for the 2023 Kenney Jam by a team of three, where I handled level, UI/UX, and sound design, including creating all menus. Despite no prior Metroidvania experience, I researched the genre, mapped levels, and balanced mechanics. I used a 2D tilemap to resolve collision issues and enhanced the Boss battle by programming dynamic, unpredictable movements. Through iteration and collaboration, I delivered a polished, engaging player experience.

Gameplay

Level/UX Design

First Problem

I had never made or played a Metroidvania, and we decided to use this game jam as an opportunity to challenge ourselves. With less than 48 hours to create a Metroidvania level that fit the jam's theme of "explore," I was tasked with designing the levels.​​​​

Solution

I researched what makes Metroidvanias enjoyable, drawing inspiration from Metroid. Using this knowledge, I drafted an overall map and collaborated with teammates to develop abilities and movement. I then mapped out individual areas, balancing enemies, challenges, and platforming, while encouraging exploration through abilities and hidden health items. Throughout development, I tested, reviewed, and adapted the design to maximize quality within the time constraints.

Second Problem

Players couldn’t jump "in front" of hanging platforms due to awkward collisions and layering issues.

Solution

I implemented separate background and foreground tile grids. For the hanging platforms, I used a mix of transparent and non-transparent tiles to create depth and adjusted collisions to allow smooth movement. This resolved the issue, providing players with a seamless level navigation experience.

PlatformCollider.gif
Platform Tiles.gif

Third Problem

The Boss’s consistent path and speed made the battle predictable and unsatisfying, as it couldn’t distinguish between walls and the ground in the room.

I addressed this through level design and programming by creating separate tile grids with distinct tags. We programmed the Boss to randomly adjust its angle and speed based on the active tag, ensuring it ignored background and foreground layers. This added variety and challenge, resulting in a smoother and more engaging player experience.

Solution

BossRoom
BossBehavior.gif

Feedback and Credits

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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