In The Cave

GAMEPLAY

Rotate shadow-casting objects to match their outline on the cave wall. This is a re-creation of a popular Resident Evil shadow-puzzle. Between puzzles your mentor teaches you about the complexity of the world you now live in. The theme "Behind the door" reminded me of Platos allegory of the cave. I imaged the cave entrance as being a door, through which light shines and casts shadows on the wall, creating an imperfect representation of the world. I was also inspired by a scene in The Last of Us TV-drama where in a scene in S01E03 Joel tells Ellie about how the world ended before she was even born. Ranked top 7% of innovation, top 10% for audio, top 24% for game design. Full devlog here https://www.youtube.com/watch?v=KrXxpPmznaM

Role & duties

— Game design, narrative design, sound design

— Programmer: puzzle system, dialogue system

DESIGN CHALLENGES

The puzzle mechanic was relatively simple to implement as matching the shadow to the preview is merely smoke and mirrors. The only true variable which is being checked is the orientation of the shadow casting objects relative to a saved rotational value which is deemed the correct rotation. Most time was spent making content and struggling with WebGL limitations and quirks on custom shaders and decal projectors. The game is a surprisingly polished whole despite the limited development time. Since I didn't have access to voice-actors I tried out AI generated voices and with some manual editing the performances are adequote.

No items found.