
Astro Odyssey
Arkham Games| 2D Top Down Action Adventure
Astro Odyssey was created by 9 member team for our academic project,
I was responsible for the Puzzle design, Encounter Design, and creating Prototypes for programmers
Overview
An astronaut is abruptly awakened from cryo-sleep due to a critical malfunction on his spaceship.
With the ship drifting into an unknown part of the galaxy, the player must navigate a maze-like environment filled with rogue security robots.
As they fight to reclaim control, the astronaut will solve intricate puzzles to repair essential systems and restore power to the ship.
Design Pillars
Exploration
Achieved through collectibles around the map and scattered enemies.
Combat
Horde enemies with satisfying death animations when an enemy is destroyed.
Role
Level Designer
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Puzzle Design
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Encounter Design
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Gameplay Progression
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Technical Designer
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Create gameplay prototype
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Custom editor​
Tools
Unity
Tiled
Custom Engine
C# and Visual Scripting
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Puzzle Design
1) Lock and Key
These puzzles become increasingly challenging, requiring solutions that build on prior knowledge of the puzzle.
Puzzle 1 is essentially a button press that opens the door, introducing the player to the fundamental mechanics of how the door functions.
Puzzle 2 is a minor variation of Puzzle 1, requiring the pressing of two buttons. As you may observe, once you exit a specific area, you cannot press the other button, prompting the player to utilize their gun, which enables puzzle-solving through weapon use.
I enjoy these kinds of puzzles because they combine combat mechanics with puzzle-solving skills.
The final puzzle introduces "The Battery." In this challenge, the player needs to collect a power source to activate the button and unlock the door.
2) Simon Says Puzzle
The player needs to follow the flickering lights and activate the generator in the correct sequence to solve the puzzle and restore power to the spaceship.
Encounter Design
1) Introducing Basic Enemy
The enemy is activated to attack when the player picks up the gun. The design team debated whether to introduce the enemy before or after the gun is picked up.
Should we leave the player defenseless or armed? Ultimately, we concluded that the rogue robots will start attacking the player once they a gun, as they perceive it as a provocation.
Additionally, a warning message is provided to ensure the player is fully taken by surprise.
2) Horde of Enemy
The idea of Expansion through addition is presented, where the number of enemies is increased, making the encounter more difficult than the last one.
Element of surprise, jumpscare is used to get the "Oh shit" moment from the player
When the player activates all the lights and turns on the electricity the entire fleet of robots launches an attack, overwhelming them and forcing them to escape to the exit.
Game Progression
1) Navigation


Collectibles, enemies, and puzzles guide the player through the level, immersing them in both combat and exploration.

The puzzles provide a welcome break from the action, giving players a chance to catch their.
2) The Final Boss
The player finds themselves in the engine reactor, which is on the verge of exploding and cannot be repaired, necessitating an escape.
I enjoy this level as it represents the peak of all the skills the player has acquired so far.
The player must simultaneously solve puzzles and defeat enemies. If the player remembers buttons, they can shoot them instead of having to walk over and press them.
Working with programmers
3
Playtest/Design Documents
Clear documentation helps programmers grasp the mechanics and functionality of levels. The development of puzzle design documents greatly streamlined their hardcoding efforts.
Weekly playtesting allowed us to assess whether we are on the right track if players are experiencing the level of engagement we anticipate.
Playetest Report
Puzzle Document