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game · 2022

Devilived

Devilived combines Sokoban-inspired box manipulation with one-stroke path puzzles. Players use the angel to rearrange boxes and create a route for the devil to reach a gem. Our six-person team built the game in 48 hours at Global Game Jam 2022 in Boston.

My role
Sole Unity Programmer · Gameplay & Level Implementation

Trailer

Built around the jam theme of Duality, the game gives its two characters complementary abilities. The trailer introduces the visual style and puzzle mechanics.

If playback is unavailable, use the external link.

Watch on Bilibili ↗

Core Gameplay Mechanics

Each puzzle connects two tasks: arranging the boxes and planning the devil’s route. I implemented input and movement for both characters, box interactions, and level-completion logic from the rules developed with the team.

Angel & Devil: Arrange, Then Navigate

The angel moves boxes to reshape the level, changing the routes available to the devil. Each placement affects both the traversable space and the path that follows.

The devil uses that arrangement to follow a continuous route to the gem. The one-stroke puzzle links spatial planning with navigation, so players must consider the two characters’ actions together.

Game Design & Implementation

Character roles, map layouts, and implementation address the same design question: how can two different abilities work together to solve one puzzle?

Duality in the Rules

The angel changes the environment; the devil navigates the resulting path. Their distinct abilities serve a shared goal. Our team used this dependency to express Duality through player actions.

Level Layouts & Collision Handling

The initial layout establishes the relationship between boxes, walls, and the goal, shaping which changes a player needs to make first. The sketches explore how different spatial arrangements combine box movement with continuous routes.

I implemented and integrated the levels in Unity, configured collision areas for characters, boxes, and walls, and handled movement constraints so that the map and dual-character rules worked together.

Programming & Integration in 48 Hours

As the team’s sole Unity programmer, I took the code from its initial framework to a playable build. Alongside gameplay and level logic, I implemented the main menu, pause menu, and in-game UI, and integrated the team’s sound effects and background music.

The team collaborated on concepts, mechanics, and production. My focus was bringing controls, interactions, levels, and interfaces together within the 48-hour jam.

Full Gameplay

Watch how the angel rearranges boxes and how the devil follows a continuous route to the gem, connecting environment manipulation with path planning.

If playback is unavailable, use the external link.

Watch on Bilibili ↗
Skills & tools
  • Unity
  • C#
  • Gameplay Programming
  • Collision Detection
  • Level Design
  • Game UI
Context
Global Game Jam 2022 · Boston · 48 Hours · 6-Person Team