Gameplay Trailer

Summary
With the absents of humanity Earth has become forgotten, with overgrown insects and humanoid creatures called pixels only existing. On their adventure, Wally a short walnut pixel, and Cash a tall cashew pixel, come across a village that has been robbed of its food supply by a swarm of insects that retreated into a tower. Wally and Cash venture into this tower determined to defeat the insects and regain control of the tower in order to restore the town's food supply, saving the pixels from starvation.
About the game
- Developed over 6 months part time in collaboration with a team of 6
- Unity, GIMP, Corgi Engine
- Assets provided by 2D artist Chelsea
- 2D Co-op Metroidvania
Inspiration
- Hollow Knight
The Challenge
The goal was to design level 1 of a room to room experience that centers around players collecting ingredients to then cook meals using recipes found throughout the level. These meals would build towards acquiring unique abilities if the nutritional threshold is achieved, which is only protein in level 1. The abilities would offer team oriented gameplay and access to other areas. 
Full Playthrough

Full playthrough

Pre-Production 
Before joining the team a past level was designed.   
Paper Sketch
I would start designing the level from scratch using pencil and paper, while having the past level as reference. Also, played the past level several times to understand the previous designers thought process.
Digital Design
Once I had a general idea of the level and its gameplay elements, a digital sketch was then created using GIMP. Changes were made throughout based on team member feedback and playtesting.

Paper Sketch

Digital Sketch

 Development Process
Timelapse of the level
Prototyping
I would begin designing, using the digital sketch as reference and the art assets from the past level as placeholders. Later, communicating with the artist to formulate new assets.
Playtesting​​​​​​​
Team members would playtest each version while providing feedback. For example, in an earlier version, players that died would respawn at the beginning of the room in which they died in. ​​​​​​​
After discussing, the idea of breakrooms was brought up. Entering a breakroom would act as a checkpoint, offering additional ingredients and recipes. Not entering the breakroom would result in spawning at the start of the level. 
This combined with my personal testing would be the process on how changes were made throughout the level. 

Entering Breakroom

Not Entering Breakroom

Design Philosophy
Cooking
When constructing level 1 I broke it into 2 parts, the first of which focused on the cooking mechanic. Cooking is only allowed at a campfire outside the tower. Which is the only way to receive progression towards muscle abilities. Ingredients like apples, berries, pineapples can be consumed at anytime but will only heal the player as of now.    
Abilities
The second part would then focused on the abilities each player receives once the required muscle threshold is met. Wally can push boxes while Cash gets a throwing ability. This part shows off the potential teamwork aspect that would be seen more in future levels.
Separation
These parts are separate by a segment that requires both abilities to proceed forward.  
Backtracking
When players get deeper into the tower, traveling all the way back to the campfire would be a hassle. To improve this I implemented a switch that would simulate the power being turned on. This would activate an elevator that would allow players to get to the campfire much faster. 
Guiding the player
During playtesting, a team member felt lost, not knowing where to find recipes. To resolve this problem I would place ingredients or noticeable assets like pink flowers to help guide the player to recipes, while keeping that sense of adventure.  

Example 1

Example 2

Final thoughts
For being a prototype, it clearer shows what Nutriquest is all about. At first team leads wanted all 7 levels done in 6 months but after much discussion, it was clear that getting a early prototype was the best option. Since, it would help solidify the core ideas and vision of the game.
Even though I'm satisfied with my work, there are some things I would've done differently. For instance, incorporating additional challenges that required players to work together with and without abilities.
As my first contract opportunity working with other talented individuals, will be deeply missed. Working with people who love video games is such a treat.   

Other Work

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