Development Info
Team Size: 5 People
Genre: Side Scrolling Avoidance Game
Engine: GuildEd
Development Time: 2 Months
My Role: Level Designer
  • Slow down enemies at the cost of your health.
  • Pick up collectibles to be able to freeze time.
  • 4 Unique Levels and a Tutorial.
  • Different environments and enemies influenced by the works of Salvador Dali and the idea of passing through time.
Game Summary
In Chronoception, the player controls Dr. Beau Tie who was thrown into a time vortex and has to escape by completing all four levels. Chronoception is a sidescroller avoidance game, where the player is moving to the right at a fixed speed, but can move up and down at any time. The player has to avoid several different types of obstacles, including: stationary objects, enemies on a fixed path, and enemies that will chase you as long as they are on the screen. Dr. Beau Tie has the ability to slow down the enemies at the cost of his health, but will slowly regain health over time while not slowing enemies down. Dr. Beau Tie can also pick up pieces of his broken watch and after collecting enough he can use them to freeze the enemies for a few seconds.

My Responsibilities
  • Co-designed the initial story and game mechanics with another designer and programmer.
  • Design and debug all of the enemies with the help of another designer and programmer.
  • Whiteboxed tutorial level, level 2, and level 4.
  • Repeatedly iterated on the design of the tutorial level, level 2, and level 4 based on feedback from the team and from playtesters.
  • Assisted another designer on the design of levels 1 and 3.
  • Implemented all of the art assets into the tutorial level, level 2, and level 4.

Design of Level 1

The first level is designed to be a pretty easy introduction to Chronoception. Only two basic types of enemies are introduced in the first level, a stationary hazard and an enemy that follows a pretty simple pre-set path. Keeping the enemies simple and giving the player some time between the harder 'encounters' allows the player to learn the mechanics of the game while still being challenged a little bit.

Design of Level 2

The second level uses the two enemies from the first level and then adds another two. The first new enemy will chase you as long as they are on the screen and they go slightly faster than the player, so the player has to dodge them as well as use the slow time mechanic to get this new enemy off the screen so that it will stop chasing the player. The other new enemy is a melting clock that will drip droplets at random locations down the screen. These droplets are pretty easy to dodge but can become a lot harder when combined with other enemies. These two new enemies increase the difficulty a fair amount, but when used correctly are still easy enough for the player to continue to master the game mechanics.

Design of Level 3

The third level introduces the pendulum and the clock hands hazards. These are both fairly large hazards that rotate in a pre-determined path. The pendulum swings 180 degrees while the clock hands rotate a full 360 degrees. Adding these just increases the overall difficulty and can make for some interesting yet challenging avoidance puzzles.

Design of Level 4

There are no new enemies introduced in the final level of the game. Instead, the enemies and hazards used in the previous levels are utilized in more interesting and complicated avoidance puzzles. In the final level there are fewer parts that are easy for the player to rest, creating a tough level that has the player on the edge of their seat the entire time. The player must utilize the slow time mechanic and capitalize on the ability to freeze the enemies as much as possible.