Game Jam
Made in 7 Days 
5 Person project 
Level Design
Genre
Maze Game + Rhythm Game
Target audience
E for Everyone
All genders​​​​​​​​​​​​​​
Made on Unity
Completed in a span of 1 Week
Team of 5

Catch Your Breath is a Maze/Rhythm game, where the main protagonist, a girl, is navigating her stress through her dreams. She must overcome the anxieties of schoolwork by breathing in and out while dodging assets which are haunting her.

During this project, I was tasked with the Level design. With its linear design, I wanted to create a level that would gradually get harder as the level continued.
I learned alot on how to design a linear level which has no stops. In this case, the mechanics had a big impact, such as the speed of the movement as well as the breathing technique would affect the composition of the level.
The game will be at a consistent pace, and the timeline from the beginning of the game to the end with no mistakes should last about 4 minutes.
With this in mind, I seperated the levels into 3 parts:

The Tutorial Level end after 4 assets, where the player will learn how to Breath in/Breathe Out, move using WASD as well as dodging the items in front of them.

Tutorial/Introduction:
In this section, I introduce the mechanics of the game, such as the movement (WASD) as well as the breathing mechanic.
This first section consist of a slow and steady pace, with minimal interaction for the player to get used to the level. This part should last about 10 - 15 seconds, the transition to the second level will be shown through a color change, to demonstrate the change in difficulties
The second part will mostly focus on the player's ability to dodge the assets. With the added difficulties of the breathing in and out, I decided that having an asset every 2 seconds at a consistent pace would help the player have a sense of difficulty while being able to complete the level in the first 3 tries. This section should last about 3 minutes and should have 3 checkpoint sections.

The transition from the second part to the third part is represented by a tornado, which pushes the player into the hardest section of the game.
While the final part is shorter than the last 2, the assets are closer together, as well as having more movement overall. The difficulty is increased from the speed as well as the number of assets. This section last about 1 minute.
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