Project Overview
This game was created as part of a game jam challenge, which meant the design, implementation, and delivery all had to happen within a tight time limit.
The main focus was building a playable game from start to finish with a clear core mechanic: controlling two characters at once while they remain tethered together.
Even within the short schedule, the project aimed to deliver a complete small experience with a clear theme, playable progression, and a start-to-finish structure.
Key Features
- 2D puzzle-platformer gameplay
- Built in Unity using C#
- Created in 8 days for a game jam
- Playable from start to finish in around 10 minutes
- Two-character control mechanic
- Tethered movement and puzzle interaction
- Playable on keyboard or controller
Core Concept
The game is built around the idea of reconnecting split parts of yourself. Mechanically, that is represented through two characters who must be controlled together while remaining physically linked.
This creates a puzzle-platforming challenge where movement and positioning have to account for both characters at the same time, rather than treating them as completely independent.
Development Constraints
Because this was made for a game jam, the project had to be designed around a strict schedule. That meant focusing on one strong central mechanic and building a short experience that could be completed within the available time.
Working under those constraints was useful for making fast design decisions, managing scope, and delivering a finished playable game rather than trying to build something too large.
Controls and Player Experience
The game can be played on both keyboard and controller, although it feels better on controller because of the style of movement and the nature of controlling both characters together.
The project was also designed with player feedback in mind, and I invited players to leave suggestions and comments so the game could be updated with improvements that fit the overall design.
What This Project Demonstrates
- Game jam delivery: Building and shipping a finished game under time pressure.
- Mechanic-first design: Centering the project around a distinctive control and movement concept.
- Scope control: Keeping the game compact enough to be completed properly within 8 days.
- Playable release: Creating a short but complete experience rather than an unfinished prototype.