Clockwork is a top-down 2D puzzle game designed to be played on the Nintendo DS. The player manipulates the stopwatch on the touchscreen to move objects forward and backward in time, while carefully using time-stopping bubbles to freeze certain objects and create a path to the exit.
Programmed all aspects of the game using C#, including the environmental interactions and touch-controlled UI.
Designed and assembled both levels in Unity, ensuring each puzzle promoted creative and intelligent use of the tools provided to the player.
Thoroughly tested the game for visual and mechanical bugs and resolved them accordingly to achieve maximum polish.
When first brainstorming this concept, my first solid vision was in manipulating time to revert a tree to a sapling which the player could then relocate and, when regrown, use as a platform to cross gaps on elevated positions. In addition to crafting a developed time manipulation system, the concept of an elevated position in a top-down game was a bit of a mind-bender itself, particularly if the player is free to step off one and fall to the floor below. How far would they fall if a literal Z-axis could not be used? How could they distinguish falling with simply moving forward or backward on a flat 2D plane?
My answer to this question was to give the player character two fixed vertical states: ground level and elevated. One could transition to the elevated state only by climbing ladders, upon which the character would move "up" a set distance, and if at any point they stepped off a designated elevated position, they would move "down" the same distance to simulate falling to ground level. Control is taken away from the player while climbing or falling and a respective animation plays to make the transition as clear as possible. This was quite an interesting challenge, and I do believe I implemented the most readable and functional solution given the additional mechanics available to the player.