[CIGA Game Jam] Desert Adventure

Introduction

This game was developed by me and five teammates during the 2023 CGJ, based on the theme “Touch.” We brainstormed various interpretations of “Touch” and ultimately chose “Touching Colors” as our focus.

Demo video: https://www.youtube.com/watch?v=bgLdLiYjwcU

Download link: https://drive.google.com/file/d/1NvPLT9bgMpoU62y9m-6YK9pD4wMpxKeC/view?usp=drive_link


Game concept design

Gameplay

In the game, players control a white ball navigating through color pools of red, yellow, and blue. Touching a color pool changes the ball to that color, allowing it to traverse lawns of the same color. If the ball touches a lawn with mismatched color, it will be transported back to the starting point. The ball can also mix two primary colors to gain unique abilities: red and yellow create an orange ball with the ability to jump; red and blue create a purple ball that can climb walls; yellow and blue create a green ball with a sprint ability. Players use these transformations to overcome obstacles and must reach the endpoint in a specified color to advance.

Story Background

The game is set in a desert, initially stark and desolate. As players progress, adding colors to the landscape, the scene grows increasingly vibrant with more vegetation, visually reflecting the player’s impact on the world with each level.


Team Member Roles

Our team consists of six members: four focused on art, one on programming, and one on game design.

As the game designer, my primary responsibilities include devising game mechanics and designing levels. With a 48-hour time limit for the competition, I must ensure that the programming and art teams can implement the intended effects within this short timeframe. If any design proves too complex to execute, I need to adjust and refine the designs, seeking the best feasible solutions that can be achieved within our constraints.


Level Design

The core game mechanic centers on combining primary colors to grant the ball special abilities, enabling it to overcome obstacles and reach the endpoint.

First Level

For the first level, I plan to use it as a tutorial stage, with simple obstacles guiding players in understanding the basic controls and mechanics.

Second Level

In the second level, I’ll introduce all three primary colors, allowing players to freely experiment with color combinations to discover the special abilities the ball can gain. Instead of complex obstacles, this level encourages players to explore and familiarize themselves with these abilities.

Third Level

By the third level, players should have a solid grasp of the mechanics. Here, I’ve increased the difficulty, adding more paths and complex obstacles that make finding the correct route challenging. Players will need to apply special abilities and engage in trial and error to navigate the level.

Initial Design Plan

Initially, the second level presented a red color pool followed by yellow, assuming most players would explore the first path they encounter. However, the correct route involves using a blue and red combination to create a purple ball. To encourage more exploration, I swapped the positions of the red and yellow pools, along with their associated paths, making the correct route less obvious and inviting players to experiment further.

Initial level design