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nEON

GAME DESCRIPTION

Neon is a relaxing platform-puzzle game for the Galaxy Tab A. Players use a virtual joystick and jump button to move and leap, climb walls, and dash through obstacles. Each level in the game consists of several discrete parts that require the player to use color and corresponding power-ups to progress to the next challenge. These abilities help players to solve puzzle-like problems to reach the final goal.

RESPONSIBILITY

  • Designed level layout and progression for the game

  • Created four out of six levels of the project

  • QA Test and Documentation

Neon_BoxArt_edited.png

Team Name:

Team Size:

Role:

Genre:

Platform:

Engine:

Develop Time:

Shipped Date:

Nothing Sports

6

Level Designer

Platformer & Puzzle

Android Tablet

Unity 2019.2.2f1

8 Weeks

December 2019

GAME TRAILER

Game Trailer

GALLERY

Game Gallery
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DESIGN GOALS

  • Color Drives Platforming and Puzzles

Everything related to progressing through the game world is focused on manipulating the environment through color.

  • Present Multiple Puzzle Solving Methods 

Players are given the option of different routes and could utilize a movement system to improve their transitions between platforms.

  • Retro Neon 80s-90s Synth Wave

Striking blues, purples and yellows fill every aspect of this color changing platform puzzler to embrace the neon filled realm of synthwave.

Design Goals

GAME MAPS AND WALK THROUGH

Level 1 - Launch.png

Level 1:

Hello, Neon!

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Player Starts.

The Player can’t pass the first stage by just moving, so he learns to jump.

The player jumps across the second stage, acquiring the knowledge of jumping height.

Then he sees a checkpoint in front of a laser. He will die and respawn there if he failed to jump across the laser.

To continue, he needs to jump across two short laser pools.

The Player will probably touch the BLUE pick-up and turn in BLUE when falling. Then a blue platform appears above the laser pools, preventing him from falling onto the laser and going dead. The player acquires the knowledge of the connection between character color and colored platforms.

The player jumps to upper blue platforms to review the jumping skills.

The player jumps on horizontal blue platforms to cross a long laser pool, and then touches the End Point. 

Level Completed.

Level 3 - Launch.png

Level 3:

Go Dashing!

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Player Starts.
The player finds a toggled laser blocking the path. He can not jump across without using the new PINK ability, dashing.
After a short test for dashing ability, the player finds a safe dead zone.
Also, with pink walls blocking his way, he needs to turn to BLUE to continue the level.
The player gets the floating pick-up using the double jump ability.
The player arrives at the safe zone using the dashing ability.
He can find the exit here.
He can either finish the level here or attempt to find the final collectible.
[Option Route] The player has to navigate across a laser zone if he wants to acquire the third collectible.
There is a floating pink pick up that may help, but he can also remain blue to pass this part. This provides options to the player.
Another safe zone is provided to the player.
The player goes back with three collectibles in hand and arrives at the exit.
Level Ends.

Level 5: Wait & Jump

Level 5 - Launch.png

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Level 6: Final Escape

Level 6 - Launch.png

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Player Starts
The player starts with a laser pool on his left. He needs the pick-up above the laser. He should slide on the wall immediately when he turns in yellow.
To climb up, the player should use the wall jumping ability and pay attention to the laser wall.
Safe zone reaches.
The player finds the exit above him, but he has no choice except to fall.
The Player has to go up again. This time, he is forced to turn in pink during wall climbing.
To turn himself back, he has to dash and get the yellow pickup in the air. 
[Optional Choice] The player need not stop on platforms if he is willing to challenge. Those platforms are provided for players who want to stop and wait.
Same as Event E. 
Another safe platform is provided to players.
With one more wall slide, the player reaches the exit.
Level Ends.

Player Starts.
The player finds a toggled laser blocking the path. He can not jump across without using the new PINK ability, dashing.
After a short test for dashing ability, the player finds a safe dead zone.
Also, with pink walls blocking his way, he needs to turn to BLUE to continue the level.
The player gets the floating pick-up using the double jump ability.
The player arrives at the safe zone using the dashing ability.
He can find the exit here.
He can either finish the level here or attempt to find the final collectible.
[Option Route] The player has to navigate across a laser zone if he wants to acquire the third collectible.
There is a floating pink pick up that may help, but he can also remain blue to pass this part. This provides options to the player.
Another safe zone is provided to the player.
The player goes back with three collectibles in hand and arrives at the exit.
Level Ends.

Level Walkthrough
Post Mortem

POST MORTEM

What went well?

  • A very good start for myself

This is the first time I worked with people from different cultures, and the first time I developed a game product out of my own country. I learned a lot from my teammates about how to be productive, professional, and always positive. Meanwhile, I improved a lot in English speaking and presenting ideas.

  • Problems were discussed, never held for long

I’m always willing to talk about the problems I see and discuss potential solutions. In our team, the disagreement was never ignored. We'd like to have short discussions to clear disagreement and to make sure everyone always be on the same page.

What went wrong?

  • Not familiar with western platform games

It was a bit hard for me at the very beginning because I seldom played platforming games and knew little about western players' tastes. Even though I played some similar games, the gameplay was still more eastern game style than western.

  • Not enough communication between disciplines 

We realized that things easily went wrong if we didn't communicate well enough. For instance, the artist created some assets that didn't fit the game, either the scales or colors. Sometimes we planned the general ideas but forgot to talk about the details, which led to these problems. 

What I learned?

  • As a team, team decision is much more important than your own decision.

As individuals, we all have different opinions on desired functions and features. But during teamwork, we must follow the instructions from game leaders to achieve the goal, even though there may be some disagreement. That helps a lot in problem-solving and keeping everything in scope. 

  • Updating documents frequently is a good habit in teamwork.

Someone else can refer to the documents without disturbing others. That saves lots of time and effort in waiting for solutions or replying to problems.

  • Accept an idea first and then give your response.

I would instinctively refuse to make any changes when I got some feedback that I thought was not serious. Meanwhile, I felt sad for not being heard when I gave others suggestions. I started to think about why people think in that way and why they give such feedback, it helped me a lot in accepting different ideas. As a result, things were significantly improved after we accepted ideas from each other and responding in a positive way.

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