MAKE NO SENSE

MAKE NO SENSE

MAKE NO SENSE

2D platformer game where any object can be controlled.

2D platformer game where any object can be controlled.

2D platformer game where any object can be controlled.

Man Smoking
Man Smoking

Year

2023

PROJECT TYPE

Game Jam

GENRE

# 2D PUZZLE PLATFORMER

DEVELOPMENT TIME

48 Hours
GAME DESIGN PILLARS
GAME DESIGN PILLARS
GAME DESIGN PILLARS

1. Simple Movement, Clear Challenge
The game relies on basic movement and jumping, where the challenge comes from how obstacles are placed rather than adding complex controls.

2. Quick Level Readability
Each level is designed so players can quickly understand the space, identify hazards, and react without long learning time.


3. Trial Through Timing
Progress depends on timing jumps correctly and learning from small mistakes rather than solving complex systems.


4. Short Progression, Constant Flow
The game keeps levels short so players stay engaged through continuous retry and movement.

1. Simple Movement, Clear Challenge
The game relies on basic movement and jumping, where the challenge comes from how obstacles are placed rather than adding complex controls.

2. Quick Level Readability
Each level is designed so players can quickly understand the space, identify hazards, and react without long learning time.


3. Trial Through Timing
Progress depends on timing jumps correctly and learning from small mistakes rather than solving complex systems.


4. Short Progression, Constant Flow
The game keeps levels short so players stay engaged through continuous retry and movement.

ABOUT THE GAME
ABOUT THE GAME
ABOUT THE GAME

• Designed a 2D puzzle-platformer where the player explores dungeon-like levels while avoiding traps and reaching the exit door.

• Built the gameplay around the player controls multiple objects directly or indirectly yet goal remains same.

• Focused on simple side-scrolling progression so each level introduces a small variation in challenge.

• Used a pixel-art dungeon setting to support a light adventure tone around treasure hunting.

• Structured the experience to keep levels quick and readable for browser play.

Man
Man
Challenges & Solutions
Challenges & Solutions
Challenges & Solutions

Some obstacle sections initially felt repetitive
→ Adjusted hazard placement so each level introduced a slightly different movement challenge.


Player timing errors became frustrating in tighter jumps
→ Refined spacing to make failure feel fair rather than random.


Level readability needed improvement in darker areas
→ Simplified visual contrast so hazards and safe paths were easier to identify.

Man Smoking
In GAME SCREN SHOts
In GAME SCREN SHOts
In GAME SCREN SHOts
FINAL REFLECTION
FINAL REFLECTION
FINAL REFLECTION

This project helped me think more carefully about level rhythm in short platforming spaces. I enjoyed working within simple mechanics and shaping progression through obstacle control variation.

  • More Works More Works

Let'S WORK

TOGETHER

BASED IN INDIA

GAME DESIGNER

Based in India, I’m a Game Designer and storyteller focused on crafting immersive gameplay experiences, psychological horror worlds, and meaningful player journeys that connect mechanics with emotion.

Let'S WORK

TOGETHER

BASED IN INDIA

GAME DESIGNER

Based in India, I’m a Game Designer and storyteller focused on crafting immersive gameplay experiences, psychological horror worlds, and meaningful player journeys that connect mechanics with emotion.

Let'S WORK

TOGETHER

Based in India, I’m a Game Designer and storyteller focused on crafting immersive gameplay experiences, psychological horror worlds, and meaningful player journeys that connect mechanics with emotion.

Let'S WORK

TOGETHER

BASED IN INDIA

GAME DESIGNER

BASED IN USA, I AM AN INNOVATIVE DESIGNER AND DIGITAL ARTIST. MY PASSION FOR MINIMALIST AESTHETICS, ELEGANT TYPOGRAPHY, AND INTUITIVE DESIGN IS EVIDENT IN MY WORK.

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