NOMAD is a 2D puzzle platformer where the player pushes and pulls wind currents to finish each level.
– Zero Engine
– Scripted in Python
– All art and design
– All code
– 4 Weeks
NOMAD is a 2D puzzle platformer I created in 4 weeks as a solo project for DigiPen. In the game, the player pushes and pulls wind currents to manipulate objects in each level in order to advance.
My process with the level design in NOMAD began with creating an outline for 20 levels centered on suitably training and testing the player on old mechanics, and a proper revelation schedule that introduces new mechanics. I applied the theory of skill atoms to my approach, and also adhered to a typical pacing curve.
Designing each level was a task of meeting one compound requirement: balance the needs of comfortable player movement and hassle-free object manipulation, and address the visual aesthetic need for contrasts in space, color, and value, while simultaneously following, but not strictly obeying, the basic “skill atoms” outline I had written at the beginning of the project.
Over the course of 4 weeks, the game gradually developed much like molding a clay model. I polished and refined each moment of the game on a granular level through rigorous playtesting and observation resulting in a complete experience that I proudly shipped.
Skills that I practiced included:
- Mechanics design
- Skill pacing
- Handling storysense
- Level outlining and planning
Looking back, I would change the following:
- Redesign the introduction of anti-gravity blocks
- Slightly less levels with higher polish