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Hit & Blow

Focus Areas: Game Design, Game Mechanics, Balancing, Game UI, and visuals
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You are stuck in a facility that you are trying to leave. This facility is filled with different types of platforms, targets, and JUST ONE EXIT. Can you find that while achieving the highest score?

You have a gun and a blow backpack. You have to safely navigate to the exit.

Hit & Blow was achieved in 10 days. The prompt was to create mechanics based on two verbs, 'Hit' & 'Blow'. The game was brainstormed, conceptualized, developed, and playtested in these 10 days. The key element was to let the player feel responsible for their actions and shouldn't blame the game for being unfair or unplayable. On the other hand, with recharging the boost, timer, and scoring systems in place, there is a lot of scopes to expand and improve with more platform types, fastest times, and high scoring targets.

I have also put in playtest notes that we noted and received while playtesting our game

Gallery

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