PHASE
A time-bending adventure through paintings — travel between surreal worlds to navigate environmental puzzles and bullet-hell combat sequences. Built for the TSA Game Design Competition where it placed 2nd nationally. An early proof that weird ideas, executed well, win.
// GAMEPLAY_VIDEO
[ VIDEO SLOT ]
Add a gameplay recording or walkthrough of PHASE here.
<iframe class="yt-embed" src="https://www.youtube.com/embed/YOUR_VIDEO_ID" title="PHASE gameplay" frameborder="0" allowfullscreen></iframe>
// KEY_RESPONSIBILITIES
Designed the core time-bending and painting-travel mechanics from scratch — creating a system where each painting acted as a self-contained world with its own puzzle logic and visual language. [ADD YOUR SPECIFIC DETAILS — what engine you built in, how many paintings/levels, how the time-bending mechanic worked mechanically, how you balanced puzzle difficulty.]
Designed and implemented bullet-hell combat sequences integrated into the exploration flow — pacing the action against the puzzle sections to create a rhythm of tension and release. [ADD YOUR SPECIFIC DETAILS — how you designed the enemy patterns, difficulty progression, how the combat interacted with the painting theme, and what tools you used to build the bullet patterns.]
[ADD YOUR TEXT HERE — describe how you scoped and built the game for a competition context, what the judging criteria were, what you prioritized to reach 2nd nationally, and what you learned from the experience that shaped how you approach projects today.]
// SCREENSHOT_LOG
[ ADD MORE — screenshots from each painting world, combat sequences, puzzle screenshots ]