Stelar

About the Project

Stelar was created for the Indie TRS Game Jam in just six days. It was my second game ever, and to this day, it remains a project I am incredibly proud of. It was through this game that I discovered my passion for Level Design, as I found immense satisfaction in watching people play, gathering feedback, and seeing firsthand how they enjoyed the experience while engaging in thoughtful problem-solving.

My team and I aimed to create a game with simple mechanics that still felt polished and complete. To achieve this, we researched references from relatively simple games from a technological standpoint. Once we had a solid idea of what we wanted to create, I started working on the initial design of the mechanics and a few basic levels to gather early feedback.

Over the course of the jam, we iterated on our designs to refine an engaging and enjoyable core mechanic while considering our time constraints and technical limitations. Additionally, we implemented four special block types that added layers of complexity to the gameplay, making it both more challenging and entertaining.

Finally, we designed a simple tutorial, keeping our target audience in mind to ensure a smooth and accessible gameplay experience.

Key Design Elements

  • Simple yet engaging core mechanic: Seamlessly integrated into the game's narrative, making it easy for both experienced and casual players to understand and enjoy.
  • Four unique elements: These mechanics introduce depth and complexity to the game, enhancing the challenge.
  • Text-free gameplay: This makes the game significantly more accessible to a wider audience.

Role

Game & Level Designer, 2D Artist

Technologies Used

Unity, Photoshop, Figma

Development Period

20/10/2023 - 26/10/2023

Available on itch.io
Mind's Abyss Mind's Abyss Mind's Abyss