Project Nasu
Project Nasu is an puzzle-action-platforming game that I worked on as part of a team of three in my first year of studies at DigiPen Institute of Technology.
On this project, my responsibilities were:
Creating all of the game’s 16 levels (one tutorial level and 15 main levels)
Working closely with teammates working on the character controller so that specific level elements were sized correctly to ensure a slowly building level of difficulty
Modified levels to accommodate 45 collectible coins throughout the game for the player to collect that reveal the story’s “true ending”
Each of the levels in Project Nasu follows an engagement that was carefully planned out before being created. In each level, I followed the Kishōtenketsu narrative structure, where each level has a setup, development, some kind of twist, and a resolution.
Main Mechanic:
Shooting one way propels Nasu the other way.
Shoot left to go right, shoot right to go left. Shoot down to jump, shoot up to fall faster.
The player can shoot two shots before touching the ground or grabbing a bullet bubble. Landing on the ground or grabbing a bullet bubble refills both shots.
The first actual level introduces the player to coins – an additional collectible the player can collect if they want to see the game’s true ending. The player also begins to get a grip on how high they can jump with one bullet and two.
This section requires the player to shoot sideways to propel themselves over the spikes. After shooting horizontally, the player is propelled in the other direction and gravity is briefly ignored, allowing for interesting challenge design.
The level ends with a vertical jump challenge, and the player is rewarded with the last coin.
Level 3 introduces the player to button-deactivated lasers, and bullet bouncers. Bullets will bounce off these pink triangles and allow for some creative puzzle design. In any case, the player needs to find where to stand, fire a projectile, and navigate past the deactivated laser before it turns back on.
Near the end of the level, there’s a small puzzle that involves deactivating a laser before backtracking slightly to grab the coin.
Near the end of the level, there’s a small puzzle that involves deactivating a laser before backtracking slightly to grab the coin.
Level 4 is all about lasers. The level starts with a reminder of what the button-deactivated laser does.
The next room challenges the player to navigate through some lasers that turn on and off according to a timer.
The very next challenge involves navigating past a sweeping laser, which moves back and forth through a 90-degree arc without turning off.
Then finally, the level ends with another sweeping laser challenge, instead this time, the laser moves up and down. This changes how the player approaches the challenge.
Take a look at Level 6, which again focuses on lasers as the primary type of obstacle. Through the use of evolutions and expansions, each room provides a similar but unique challenge for the player based around having and utilizing good timing.
Level 7 also has a laser focus. This level reintroduces the bullet bouncers, which the player has to use to deactivate the lasers.
This level also begins with a quick dash across a horizontal section where the player needs to be aware that a time-based laser will turn on again soon.
This section lets the player optionally try to nab a coin, which is hidden behind a button-deactivated laser. To deactivate it, they must hit the button with a bullet. However, this all has to be done before the time-based laser turns back on, and after the button is hit, the button-deactivated laser turns back on after about 5 seconds. The player needs to time everything properly to obtain this coin.
A pixel art-style video game screen showing a purple creature on a pink platform, with laser beams shooting down from a device at the top, and a red background with grid-patterned gray walls and floor.
As a small reward for making it this far, the player gets to enjoy watching a bullet bounce off ten different bullet bouncers before it deactivates the laser blocking their path.
The final section of this level involves a much longer horizontal stretch where the player must dash sideways repeatedly to make it all the way.
Here’s Level 8, which contains many expansive areas that require plenty of bullet bubbles to navigate. With spikes lining the floors, walls, and ceilings, the player needs to stay focused through each room until their feet are flat on the floor.
Level 10 has an interesting theme. This level is all about putting yourself in a dangerous position, then escaping it all in one fluid motion. In this first room, the player needs to shoot the button to deactivate the laser, but doing so will propel them backwards towards a pit of spikes. Using their second shot, the player needs to recover by shooting downwards and steering themself back to safety.
Here is a development of that same idea; first shoot left to hit the button, then quickly shoot down to propel yourself up to clear the platform when the laser is already off.
This further development requires two precisely timed downward shots to deactivate each laser in sequence. If one shot is mistimed, it will result in a failed attempt of this challenge.
The final challenge involves shooting a button deep in a pit of spikes, then recovering using two full shots granted by a bullet bubble. The player needs to pull off two of these in succession to prove that they have mastered this concept.
The final challenge involves shooting a button deep in a pit of spikes, then recovering using two full shots granted by a bullet bubble. The player needs to pull off two of these in succession to prove that they have mastered this concept.
Level 11 requires the player to be comfortable staying in the air for long stretches of time. One challenge even requires the player to stay airborne for a full 10 seconds before escaping the room.
Level 14 reintroduces moving platforms, which follow visible tracks. The first room also hides the level’s first coin.
The second room requires the player to navigate through a section with two vertically-moving platforms which travel up and down quickly.
The final room twists this idea, where now the player needs to stay on each platform as long as possible before jumping to the next one.