
The game without a single core mechanic — instead it's a series of unique minigames where players find creative solutions to real-world situations.
Shipped with a team of 3 - developer, game designer, artist.
The game has 20 unique levels, here are some examples:
Main challenge was to implement soft body behaviour. During prototyping, I initially thought an Asset Store physics plugin would solve it quickly, but it didn't meet our needs, so I built a custom solution using joints and rigging bones attached to 2D sprites
Gameplay trailer
Level Design
- Colliders are generated dynamically from SpriteShapeController geometry
- Adjacent colliders are connected via joints
- Game designers can place anchor points with a configurable radius; each anchor finds the nearest colliders within range and links them with joints, so you can hang or suspend things pretty much anywhere without hardcoding it
Physics
Each level runs on heavy physics usage with a unique custom setup — tuning and testing these per level was one of the most time-consuming parts of the project.