Dec. 2019 - Present
- Designing and programming as a solo developer in Unity
- Developing gameplay to offer stress-free experience using patience as a design pillar
- Using color as a metaphor in narrative and as a positive feedback loop in progression of gameplay
- Creating level objects to expand upon wall-cling mechanic
Grayland is a 2D puzzle platformer that offers a stress-free experience with gameplay that values patience for the player. You play as a colorless blob in a colorless world and using your ability to stick to walls, you must bring back color to the world.
Grayland is a reflection of impostor syndrome, sharing some of my personal experiences of striving to learn game development. With my previous solo project tri.Attack();, it was hard for me to recognize my accomplishments until it was released. I was able to fully look back at all the progress I made as a developer and be proud of myself, and the goal of Grayland is to share that experience. That experience would be shared through the use of color as a metaphor for self-reflection and as a positive feedback loop, and a story that focuses on the character's struggles with self-esteem.
Grayland's design is focused on preventing player stress as much as possible. This is done through mechanics that don't force the player into a decision and allows them as much time as needed to move forward. The player's wall-sticking reflects this due to there being no systems forcing the player off the wall beyond their own inputs. Levels are designed to never place the player in a situation where reaction time becomes a solution. As a result, there is never danger until an action is committed.
Grayland is currently in development, with a release date to be announced in the future.