platformer gameplay + level design

GhostLine

image coming key art

ABOUT THIS PROJECT

A puzzle platformer where dying is a mechanic, not a reset.

You move between two forms (alive and ghost) and each one has its own physics profile, so the level you can solve depends on the body you are in. Transformations are energy-limited, which turns the whole game into a budgeting problem: You can always reach the exit, but not always the way you first tried.

A dual-state player

The player toggles between solid and ghost, and in ghost form passes through walls. The sprite alpha is driven off that state rather than set separately, so the visual can never disagree with what the collider is doing. Each level allows only a limited number of form changes, and that budget is the constraint every puzzle is designed around: the question is not whether you can reach the door but whether you can afford the phases it takes.

image coming alive form

Levers and gated doors

Interactive levers that a door evaluates collectively rather than individually. It opens only once every lever in the level is switched on, which lets a level require visiting several places, in the right form, in an order the player has to work out.

image coming ghost form

Levels and tilemaps

Ground and wall tilemaps built from a spliced sheet, with the camera clamped so it never shows past the edge of the play area. The animated background is a prefab shared by every level instead of being rebuilt per scene, so a change to it propagates everywhere at once.

image coming lever puzzle

Art and shipping it

Drew the 16x16 player sprite and its idle, walk and death animations, added a title screen with its own animation and an end screen with fades between levels, and produced both Windows and Mac builds. Early levels carry written directions because playtesters did not discover the form-change mechanic on their own.