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SHOOT N’ SHRINK

Game Development Contest 08/2024
My role: game design, game art, visual & UI design
[Blender, Adobe PS, Unity, Git]

Shoot and shrink your way through your enemies in this high paced top down shooter! Contribution for the GMTK Gamejam. Submitted on itch.io, 1 hour, 57 minutes before the deadline. Gameplay: break your enemies plasma shields and use your shrink gun to shrink them down to size so you can eat them.


Goal

The GMTK Game Jam is one of the largest game jams worldwide, bringing together thousands of developers to create a game within a strict 96-hour timeframe. The 2024 theme, “BUILT TO SCALE” challenged 32000 participants to explore scale in creative ways.

Our initial concept focused on swarm behavior. We aimed to design a system of small, hand-animated microorganism-like entities – similar to amoebae – that would move as a clustered group through space. We called them Nanobots. The idea was to let players push, pull, and guide these organisms to interact with the environment, potentially solving puzzles or engaging in destruction-based gameplay. A clustering algorithm was planned to drive this emergent behavior.

Research

While the technical exploration progressed, the concept revealed critical UX issues early on. The visual result lacked clarity, and the interaction model failed to produce engaging or intuitive gameplay. More importantly, we were unable to define a satisfying core loop – an essential foundation for user experience.

At the halfway point (after ~48 hours), I initiated a strategic pivot. With limited time remaining, we shifted our focus from innovation to clarity, playability, and completion. Our new goal became: deliver a small, coherent, and polished experience.

Insight: In difficult situations, we need to adapt our strategy. Developing this ability is a learning process for the team.

Design Approach

We transitioned to a straightforward top-down shooter in 2½D. In this redesigned concept, the player controls a mysterious character shrinking enemies in an abandoned spaceship – tying back to the theme of the gamejam.

From a UX/UI perspective, this pivot allowed us to:

  • Establish a clear gameplay loop (shoot -> shrink -> eliminate)
  • Improve visual readability and player feedback
  • Reduce cognitive load and ambiguity in interactions
  • Focus on responsive controls and satisfying moment-to-moment gameplay

The project was developed in Unity, with version control managed via Git on a private server. I was responsible for visual design and asset creation in Blender, integrating and refining them within the engine.

Outcome

While not at the top, the result reflects a successful recovery from an initially over-scoped concept to an exciting, playable experience. The project demonstrates pragmatic decision-making and a user-centered approach under extreme time constraints.

Out of 7527 submitted games, ours ranked: Overall #3689 and #3200 in the Enjoyment criteria (based on 21 ratings)

A standout moment was the integration of the soundtrack, which significantly enhanced the overall user experience – elevating emotional engagement beyond expectations.


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