PHASE
An RPG with cross-functioning genre mechanics: players gain abilities and combine them to solve puzzles of escalating difficulty, travelling through time between surreal painting worlds of environmental puzzles and bullet-hell combat. PHASE placed 2nd nationally at TSA Game Design out of 1,000+ competing teams.
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Designed an ability system where players gain abilities and combine them across genres — the same toolkit solves environmental puzzles and survives bullet-hell combat.
Authored the GDD, designed puzzles of escalating difficulty, and blocked out levels for each painting world. Designed a system for organized dialogue.
Balanced gameplay and conducted group playtesting sessions for each vertical slice ahead of TSA nationals, where PHASE placed 2nd out of 1,000+ teams.
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