
10 Seconds to Escape!

10 Seconds Before You Explode!
Play as a sentient egg-shaped bomb with legs that was activated by accident. Your job is to help it escape the unconventional gadget factory it was made in before it explodes.
To download the game from itch.io click here
WALKTHROUGH VIDEO
Game Design Process
This game was made in Unreal Engine as a solo project in the span of two milestones. Here is a summary of the Game Design process.
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I created the concept by brainstorming small-scale ideas.
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I drew sketches of the game's level design and implemented it in 2D using Unreal's tile feature.
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I created sprites for the game using Photoshop and implemented them using Unreal Engine's Paper 2D feature.
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I created the blueprinting to give functionality to mechanics like basic 2D movement and level randomisation.
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Overall, the project was a good change of perspective to work with, though programming the ability to push boxes was the most challenging aspect.
For this project, I wanted to make a fast-paced game on a small scale, but had a lot of different pre-made levels that play in a random order as an incentive for replayability. For a more detailed look at the ideas I brainstormed for the game, see the PDF below.
This project was made in Unreal Engine, which was used to create the tile maps for the levels based on sketches I drew. I also used it to build the blueprints for the overall 2D perspective and the game's core mechanics, collectables and hazards. All sprites for the game were made using Photoshop to distinguish elements from each other, though no background imagery is currently made as the main focus was on Game Design over art.




Any improvements to the game were based on feedback from play testers. For example, I implemented a button that skips the current level, that requires coins to activate. This was to make a more forgiving experience to avoid struggling on the more difficult levels and to give coins more use than currency for upgrades.
I have taken care to ensure the random generation of levels works as intended, and use logic where required to ensure the skip function randomly shuffles the level within a set type instead of moving to a different set (eg. survival levels are shuffled instead of skipping to a different level).

One development roadblock I ran into was the ability to push boxes. These boxes trigger switches and protect players from hazards, and I included this feature to give the game puzzle elements and differentiate from the other mechanics of the game. It was a struggle to implement this mechanic because I needed to give the crates gravity physics and ensure they can only be pushed forward in a 2D perspective (so it does not fall off the map). After much trial and error while following helpful instructions on how to do it with Unreal Engine, I managed to make a pushable box.

I also wanted to add a well-paced structure to the random order of levels by adding a progression system in the form of the level beaten score. Upon reaching a multiple of 5, the player is put into challenges that differentiate from escaping rooms. I even had the idea for a difficulty progression system where level sets become harder the higher the points system goes. I plan to add that in the future.
Here are two images of flowcharts based on the pacing and progression systems I established for Eggtimer:


This project taught me how to implement random generation using Unreal Engine, mainly for the game's levels. I also gained further experience in making 2D games in the same platform. If I were to make another 2D game, I would aim to use the skills I learned to make another fast-paced action game, or one that has random generation to encourage replayability.
Mechanic-Themed Level Varieties
The player goes through five randomised level sets that focus on their own distinct mechanic and are distinguished by colour. Red levels are basic platforming, blues focus on pushing boxes, oranges have moving platforms, greens focus on portals, and purples have gravity flipping. Each level is beaten when Eggtimer reaches the room's exit.




Special Levels
The player is met with special challenges upon clearing a certain number of rooms each set. For every first 5 rooms beaten per set, the player has to jump on all red platforms before the timer runs out. For every 10 levels, they have to survive traps for 10 seconds (these tasks get harder later in the game). On rare occasions, when players exit through a golden door, they are put into a "Gold Rush" room where they can collect as many coins as possible until the timer runs out.




Level Select and Shop Features
The level selection screen appears when the player finishes a survival challenge. Like the level order, it is also randomly generated and allows the player to choose which set of set of levels to play. Along with that, it has a shop feature where players can spend collected coins on stat upgrades and abilities (eg. Speed +, Wall Jump, Air Dash, etc.)




